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Author SHA1 Message Date
spoopyghosty0 af798c0bf3 Catalog: BattleSisters entry parses again (my previous edit put colons into a plain YAML text block); written with catalog.to_yaml 2026-10-08 22:55:47 -04:00
spoopyghosty0 ed714c9d65 Catalog: BattleSisters plays with hands following the controllers (adapter pose_time_fix, owner's headset test) 2026-10-08 22:51:26 -04:00
spoopyghosty0 832b401630 Pose time fix (adapter pose_time_fix, pose_debug): OVRPlugin locates its "now" poses at the monotonic clock
BattleSisters' hands lagged behind the controllers (also with ovrp_hold_physics on or off). pose_debug=1 (new,
FrameBridge: per 5 s and per located space, the requested time minus the predicted display time) showed on the dev
Frame (SteamOS 0.4.5): XrTime runs 2.56 s ahead of CLOCK_MONOTONIC, the hand spaces were located at -2564 ms (the
monotonic "now" passed on as an XrTime: OVRPort's dispatcher converts XR_KHR_convert_timespec_time 1:1 and
FrameBridge's emulation is never asked) and the head at XrTime 0.1 s (~1450 xrLocateViews/xrLocateSpace per 5 s).

pose_time_fix (default off; suggested for Unity built-in OVRPlugin games): in xrLocateSpace(s)/xrLocateViews a time
nearer the monotonic clock than XrTime's "now" is moved by the offset measured at xrWaitFrame, one more than 0.5 s
before the display time goes to "now". Headless with it on: every far-past request moved, located times -9.8..0 ms
from the display time. Host unit test for the time rules; PLAYBOOK row.
2026-10-08 22:41:34 -04:00
spoopyghosty0 114b7cb4d6 Catalog: BONELAB works on 1.2068 and 1.2974 (owner's headset test of frame.slz_vulkan_hooks) 2026-10-08 22:08:29 -04:00
spoopyghosty0 a4d3ce5e00 Merge BONELAB 1.2974 fix by UnicronNL (GitHub #82)
frame.slz_vulkan_hooks: Stress Level Zero's plugin no longer intercepts Unity's Vulkan start-up and samplers (it called an invalid function right after OVRPlugin's pre-init instance was destroyed). Test fixture rebuilt by us, byte-identical. Owner's headset test: BONELAB 1.2974 plays well.

Closes #82

# Conflicts:
#	docs/GAMES.md
#	tests/test_patches.py
#	tests/test_triage.py
2026-10-08 22:07:54 -04:00
spoopyghosty0 b3095b110a Merge Sniper Elite VR fixes by UnicronNL (GitHub #81)
ovrpshim frame-begin gate and held-back physics update (per-game settings ovrp_begin_gate / ovrp_hold_physics, on in Sniper Elite VR's recipe), xrshim PCM vibrations, unity_oculus_check revision 5; artifacts rebuilt by us. Owner's headset test: Sniper Elite VR plays, Accounting+ unchanged, BattleSisters unaffected (settings off).

Closes #81

# Conflicts:
#	artifacts/SHA256SUMS
#	docs/GAMES.md
2026-10-08 22:06:18 -04:00
spoopyghosty0 fb284b6fc4 Catalog: Star Wars Pinball VR (works; frame.unreal_gl_shim + frame.unreal_ovrp_entrypoints + frame.pac_hints, needs FramePort 0.12.1)
Closes #83
2026-10-08 21:56:46 -04:00
spoopyghosty0 c0df52b981 Unpaired pointer-authentication hints (frame.pac_hints, GitHub #83): with VR running, Star Wars Pinball VR died with SIGILL ILL_ILLOPN at an autiasp (*pc=0xd50323bf) on Unreal's HttpManager thread: its libUE4.so has 38 paciasp but 40 autiasp (OpenSSL's Poly1305 NEON assembly). Quest CPUs run PAC hints as NOPs, the Frame's CPU checks them. In a library whose counts differ, every paciasp/autiasp becomes a NOP in place (libraries using retaa/pacibsp forms are left alone). Suggested by the new triage signature pac-unpaired 2026-10-08 21:50:01 -04:00
spoopyghosty0 a1b0a3f350 Unreal OVRPlugin stand-ins (frame.unreal_ovrp_entrypoints, GitHub #83): Unreal's Oculus module dlsyms every ovrp_* function of the OVRPlugin it was built against and ANDs the results; OVRPort's OpenXR OVRPlugin lacks ovrp_GetPTWNear (Star Wars Pinball VR, UE 4.25 / OVRPlugin 1.44), so the wrapper failed, OculusHMD never pre-initialised and the game crashed without an HMD. Analysis records the engine library's ovrp_* names (extra.unreal_ovrp_lookups, ANALYSIS_VERSION 3); the patch compares them with the shipped libOVRPlugin.so and adds a generated libfp_ovrpstubs.so (DT_NEEDED of the plugin: dlsym on its handle searches its dependencies) whose stand-ins return ovrpFailure (stubgen result=). libUE4.so stays byte-identical. Suggested when the newest OVRPort runtime's plugin (tools.overport.runtime_lib) lacks a looked-up name (bundled fallback before a runtime is downloaded) 2026-10-08 21:33:06 -04:00
spoopyghosty0 df864e9fed GL shim keeps Unreal's multiview (GitHub #83): Unreal 4.25 only enables mobile multiview when GL_OVR_multiview, GL_OVR_multiview2 and GL_OVR_multiview_multisampled_render_to_texture are all listed (FOpenGLES::ProcessExtensions), so hiding the last one with gl_hide_msrtt switched multiview off. For Unreal (libUE4.so/libUnreal.so loaded, MSRTT hidden, multiview kept) the shim keeps that extension visible and maps glFramebufferTextureMultisampleMultiviewOVR to the single-sampled glFramebufferTextureMultiviewOVR (log 'multiview multisampled render-to-texture (N samples) drawn single-sampled'). Unity/other engines unchanged. Previous source rebuilt byte-identical before the change 2026-10-08 21:26:30 -04:00
spoopyghosty0 6595a31048 ovrpshim: frame-begin gate and held-back physics update only with the per-game settings ovrp_begin_gate / ovrp_hold_physics (default off; Sniper Elite VR's recipe turns both on). With them BattleSisters' hands lagged and its loading screen stuttered (owner's headset test); Accounting+ was fine. libfp_ovrp.so rebuilt 2026-10-08 21:13:28 -04:00
spoopyghosty0 f4bcb658e1 Unreal GL shim (frame.unreal_gl_shim, GitHub #83): Star Wars Pinball VR crashes ~3 s in with fault addr 0x10000 on the RHIThread in libgallium_dri.so: Unreal's mobile MSAA renders through multisampled render-to-texture and Zink's find_rp_state indexes rendering_state_cache[6] one past its end. The GL shim hides MSRTT (gl_hide_msrtt); it now also keeps multiview for Unreal (libUE4.so/libUnreal.so, like Unity). Offered for Unreal GLES games, suggested by the new triage signature unreal-msrtt-crash, not from the APK alone. Old glshim source rebuilt byte-identical before the change 2026-10-08 20:11:40 -04:00
spoopyghosty0 e4f70144e9 Unity split-binary builds expect an OBB too (GitHub #92): analysis extra.unity_split → expects_obb, ANALYSIS_VERSION 2
analysis/unity_split.py: an XR-plugin build (Oculus XR Plugin / Unity OpenXR library) without assets/bin/Data/UnitySubsystems/ in the APK (zip names only), or BuildSettings listing more scenes than the APK has levelN files (globalgamemanagers loose, or its node read from the head of data.unity3d: only the blocks up to it). Exact on the 48 Unity APKs of both dump folders: all 13 split builds flagged, none of the 17 full builds (whose OBBs are asset bundles or sound banks). The missing-OBB warning and launch-test finding now cover them; existing entries are re-analysed at the next start.
2026-10-08 16:39:12 -04:00
spoopyghosty0 020334b37b OBBs found by file name: (main|patch).<versionCode>.<package>.obb next to the APK, in an obb folder beside an apk folder, or in a SideQuest backup (GitHub #85, #91)
quest_dump.find_data: after the folder-layout checks, search the APK's folder, its parent and up to 3 levels below each (folders with their own APKs are other games) for the package's expansion files; the folder with the APK's own versionCode wins, per kind the newest file not newer than it, else any version. When that folder holds other things too (the APK, other games' OBBs), the entry gets data_files and only those files are uploaded, counted and deleted with the game; no language-pack/content-file lookup there. Both dump folders scan identically (62/47 games).
2026-10-08 16:39:11 -04:00
spoopyghosty0 24a98ab263 Linux apps use their own icon (agent v64): Desktop Mode entry, Steam shortcut, library
The agent copies an AppImage's .DirIcon / the bundled .desktop file's Icon= (hicolor, pixmaps; symlinks resolved
and kept inside the app folder) to <anchor>/artwork/app-icon.{png,svg} at finalize_linux and when menu entries are
refreshed, and uses it for the menu entry's Icon= and the Steam shortcut (PNG only) unless the user chose an icon
(artwork/.icon-source = custom, sent by the PC with every art upload). StartupWMClass comes from the app's .desktop
file. A PNG goes back to the PC and becomes the library icon when there is no pick or store icon (no .picked;
.app-icon marker); folder apps get it at add time.

Closes #99
2026-10-08 16:33:16 -04:00
spoopyghosty0 58563b99a5 Re-analyse library entries an older FramePort analysed (GitHub #104)
detect.ANALYSIS_VERSION (stored as analysis.extra.analysis_version, bumped
whenever analyze() gains a field): Quest/Android entries below it whose APK
still exists are analysed again in a background thread at the GUI's start
and before a build (pipeline.refresh_analyses). Only analysis and suggested
change; recipes the user didn't edit follow the new suggestion (e.g. an SDL
app gets frame.sdl_clipboard once sdl_java exists), user recipes, tags, art,
titles and builds stay. An unreadable APK keeps its entry and is marked
analysis_failed (not retried until the next bump); a missing one is tried at
a later start. Analyze again sets the version too. Rift/Linux entries skipped.
PLAYBOOK row + CLAUDE.md note.
2026-10-08 16:25:35 -04:00
spoopyghosty0 9013a7d13c Catalog: AgeOfJoy (works)
Closes #103
2026-10-08 16:14:38 -04:00
spoopyghosty0 f36a17b46a Catalog: Pistol Whip (works)
Closes #100
2026-10-08 16:14:36 -04:00
spoopyghosty0 7335ff2ce5 Catalog: VR HOT Quest (works)
Closes #98
2026-10-08 16:14:33 -04:00
spoopyghosty0 21c039f9b3 Catalog: Retronika (works)
Closes #97
2026-10-08 16:14:31 -04:00
spoopyghosty0 3e8a480ea6 Android version / web wrapper: warnings only, never unsupported from the manifest alone (owner's call): the recipe notes, game page (warning callout) and CLI say what the manifest asks for; a launch test's triage (android-too-new, web-wrapper) decides 2026-10-07 23:08:36 -04:00
spoopyghosty0 ea2cd893b4 Linux apps in Desktop Mode's menu: per-app switch on the game page, docs
The game page's "What FramePort will do" for a Linux app gets a Desktop Mode switch ("In the menu and on the
desktop", default on): kept in the library entry (desktop_entry; patches don't apply to Linux apps), passed to
finalize_linux at install and applied at once on the Frame through the agent's desktop_entry command when the app is
installed. The agent side (menu + desktop .desktop files, launcher with FRAMEPORT_DESKTOP=1, refresh for existing
installs, removal on uninstall/purge) came with agent v63. Help text desktop_entry, INSTALL/FRAME_RUNTIME/PLAYBOOK,
CLAUDE.md. Game Mode's Steam Input problem from the report is separate.

Closes #84
2026-10-07 22:46:38 -04:00
spoopyghosty0 a90a8c27dc Install to and move games to a microSD card: Frame page Storage section, game menu Move to…
The Steam Frame page lists the Frame's drives (filesystem, free space, games on each; exFAT/NTFS cards say why they
can't hold games) and sets where new games go (library setting install.drive, default internal storage). Game menu
→ "Move to…" (Frame-installed games, agent v63) picks a drive in a dialog and queues a Frame job that follows the
agent's copy with progress (cancellable until the copy starts). The game page and the Frame page's installed list
show "on SD Card" / "SD Card not inserted"; a game whose card is out counts as installed, not "Not installed".
Help texts install_drive / move_game, ui_smoke --fake-frame drives + the Move dialog, docs (FRAME_RUNTIME "Where
FramePort keeps games", INSTALL, PLAYBOOK row, CLAUDE.md).

Closes #90
2026-10-07 22:46:37 -04:00
spoopyghosty0 9d0d72c40a Agent v63: games on another drive (microSD) and Desktop Mode entries for Linux apps
#90: `drives` lists internal storage, the drives under /run/media (from /proc/mounts) and the drives of Steam
library folders, with free space and whether they can hold games (vfat/exfat/ntfs can't: Lepton data and Proton
prefixes need Unix permissions and symlinks; read-only mounts neither). Games on a drive live in
<mount>/FramePort/<pkg>; the anchor stays internal, so the Steam shortcut never changes. prepare/prepare_pcvr/
prepare_linux take dest (free space from it); a drive that isn't mounted is an error, never a silent fallback to
internal storage, and an installed game keeps its folder. `move` (refused while the game runs, free-space check)
renames on the same drive, else copies with cp -a (in podman's user namespace when podman is there: container-owned
files), checks file count + bytes, retargets symlinks into the old folder (LibOVRRT redirect), points launch.sh at
the new folder (Quest: the app_dir line; Linux/PC VR: written again from the install record, which now keeps env and
game args) and rewrites deployment.json before removing the old copy; detached via systemd-run with a status file
(move_status). list_installed adds drive + drive_missing; launch refuses a game whose card is out; cleanup may remove
leftovers in a drive's FramePort folder (never an installed game); purge/uninstall remove an empty FramePort folder.
PC: install/drives.py (list, setting install.drive, move with progress, picks a running move up again), targets
pass dest for Quest/PC VR/Linux installs, CLI `frameport frame drives`, `frameport frame move <pkg> --to`,
`frameport install --dest`.

#84: finalize_linux writes ~/.local/share/applications/frameport-<slug>.desktop (+ an executable copy on ~/Desktop
when it exists; Exec quoted per the Desktop Entry spec, X-FramePort-Package marks ours) unless desktop_entry is off;
`desktop_entry` command switches it per app; ensure_host_fixes adds entries for existing Linux installs and drops
stale ones; uninstall/purge remove them. The Linux launcher with FRAMEPORT_DESKTOP=1 skips the Steam-parent
watchdog and Steam's display (upgrade_launchers updates existing launchers).
2026-10-07 22:46:36 -04:00
spoopyghosty0 56d2ac117f Missing OBB: analysis extra.expects_obb (Unreal's GameActivity.bHasOBBFiles, UE4 and UE5 names); a game that expects one but has no data folder gets an error callout on the game page, a question before install (default: skip) and a warning in frameport scan/install, and a launch test without frames gets the missing-obb finding from the library (GitHub #85: TRIANGLE STRATEGY was installed without its OBB and hung silently after OVRPlugin's JNI_OnLoad). In the dumps every Unreal game with the flag has its data folder 2026-10-07 22:42:41 -04:00
spoopyghosty0 cb8202d891 Scan: OBBs in more backup layouts (quest_dump.find_data_dir): a <package> folder with .obb files up to 3 levels below the APK's folder (obb/<package>/, OBB/, Android/obb/<package>/) or 2 below its parent, skipping neighbouring folders with APKs of their own (other games/versions); <game>/apk(s)/ + <game>/obb/<package>/ (SideQuest-style backups) is one game named after <game>. The data folder is always the one holding the .obb files (obb/<package>/ used to be sent as obb/ and land one level too deep). Both dump folders scan exactly as before 2026-10-07 22:42:40 -04:00
spoopyghosty0 029b0674d1 Web wrappers: a Trusted Web Activity (manifest meta-data android.support.customtabs.trusted.DEFAULT_URL, resolved through resources.arsc, or androidbrowserhelper's LauncherActivity) is analysis extra.web_wrapper with its URL; suggested status unsupported, the game page/CLI say to open the site in a browser (GitHub #86 Mahjong Table VR opened Meta's com.oculus.browser, which the Frame doesn't have). Triage web-wrapper 2026-10-07 22:42:39 -04:00
spoopyghosty0 c852473a43 Android version gate: analysis records the APK's minSdk (extra.min_sdk, read from the original: OVRPort lowers it to 29); above 32 the suggested status is unsupported and the game page/CLI say which Android it needs (GitHub #71/#72: minSdk 34 apps crash at start on android.window / VarHandle fences, Lepton runs Android 11). minSdk 32 stays allowed: 16 working catalog games declare it. Triage android-too-new 2026-10-07 22:42:38 -04:00
spoopyghosty0 acf1ef1da2 haptic_fix: keep revision 2 (owner's call, drop this commit to keep #81's bump)
The PCM conversion is preventive (Sniper Elite VR and Hyper Clinic send envelopes), and revision 3 would show
'Update on Frame' for every build with adapter.haptic_fix (suggested for every OVRPlugin game), including builds
where upstream.py already left the workaround out. Same reasoning as rect_clamp. New builds get the PCM conversion
anyway (the artifact is rebuilt).
2026-10-07 22:27:16 -04:00
spoopyghosty0 5fe120e897 Sniper Elite VR follow-up: merge the new haptic OOM PLAYBOOK row into the existing one (same OVRPort bug, now with the upstream-fix note); wrap unity_oculus_check's description to 120 columns (ruff); regenerate docs/GAMES.md 2026-10-07 22:25:43 -04:00
spoopyghosty0 41624c8dbd Rebuild libfp_ovrp.so and libframe_xrshim.so from the reviewed sources (native/build.py --only ovrpshim,xrshim, NDK r27c; the previous sources reproduce the committed artifacts byte for byte) 2026-10-07 22:23:19 -04:00
UnicronNL e8ec39db86 Sniper Elite VR: works (GitHub #81)
- native/ovrpshim: libunity.so's ovrp_BeginFrame/ovrp_EndFrame go through the shim; the frame wait waits <= 50 ms
  for the last waited frame to begin and skips otherwise (the game deadlocked at its Init scene when Unity skipped a
  begin); a begin/end of another index while a wait is outstanding gets the waited index. The physics-step
  ovrp_Update2 is held back (prediction 0 located the controllers in the past on the Frame: the hands lagged).
  frame.unity_oculus_check revision 5.
- native/xrshim: PCM vibrations (XrHapticPcmVibrationFB) become one plain vibration too; haptic_fix revision 3.
- Catalog: works with frame.unity_oculus_check + haptic_fix, min_app 0.12.1. Triage unity-frame-not-begun (info),
  PLAYBOOK rows and how to get all-thread backtraces with gdbserver64 inside the container, test.
2026-10-07 22:21:08 -04:00
spoopyghosty0 936d4b188b BONELAB: catalog note leads with the per-build status (GAMES.md showed only 'One recipe for both builds.'); regenerate docs/GAMES.md (also adds the missing Doom3Quest row) 2026-10-07 22:20:24 -04:00
UnicronNL e9ab1489cc BONELAB 1.2974: frame.slz_vulkan_hooks (GitHub #82)
Stress Level Zero's graphics plugin (libSLZQuestNative.so) hooks Unity's Vulkan start-up and vkCreateSampler; on
the Frame its vkCreateInstance wrapper calls an invalid pointer right after OVRPlugin's pre-init instance is
destroyed (pc 0, a jump into an unloaded library, or a hang). The new patch turns the plugin's two registrations into
no-ops (found through its exported functions, 4 bytes each), so Unity starts Vulkan itself; ~35 s of shader
prewarming without the plugin's pipeline cache, then 72 fps (headless). One BONELAB recipe serves 1.2068 and 1.2974.
Triage slz-vulkan-hook-crash, PLAYBOOK row, tests with a fixture built from tests/fixtures/src/fakeslz.S.
2026-10-07 22:15:57 -04:00
spoopyghosty0 1043eb1d1b Catalog: Richie's Plank Experience (works)
Closes #95
2026-10-07 22:13:33 -04:00
spoopyghosty0 0f444da595 Catalog: RUINSMAGUS (works)
Closes #89
2026-10-07 22:13:27 -04:00
spoopyghosty0 fda644d036 Catalog: GORN2 (works)
Closes #88
2026-10-07 22:13:19 -04:00
spoopyghosty0 fa0fbbd29a Catalog: Time Crisis VR (Experimental) (works)
Closes #80
2026-10-07 22:13:14 -04:00
spoopyghosty0 3446999109 Upstream fixes replace our workarounds per build (patches/upstream.py)
Each build probes OVRPort's output for registered upstream fixes and leaves out the workarounds they make
unnecessary (recipes unchanged: builds with an older runtime keep them). Logged ("not needed: ..."), recorded in
build.superseded, left out of settings.conf at install, shown on the game page and in `frameport show`;
FRAMEPORT_KEEP_WORKAROUNDS=1 turns it off. Registered: ovrport.haptic_envelope (-> adapter.haptic_fix) and
ovrport.microphone_stream (-> frame.ovr_microphone), both fixed in OVRPort runtime 3.4.3-aa54c3f (ovrport/app#73;
haptics verified in the headset with Lucky's Tale). Probes checked against both real runtimes; fixtures in
tests/fixtures/src/fakeruntime.S.
2026-10-07 21:02:12 -04:00
spoopyghosty0 d6f87f79a6 Live view: status updates from the ticker/start/stream-end threads go through components.LoopUpdater (the GUI logged 'dropped a patch for unknown control' during the owner's test, the same cause the Monitor tab fixed) 2026-10-07 19:52:09 -04:00
spoopyghosty0 24a1ef9f1d Live view: less delay with sound. The -1 s video input offset (1080p fix) made ffmpeg release video in clumps (output gaps up to 550 ms: a longer, stuttering browser delay, worse with sound); -0.25 s keeps 1080p from stalling and the output steady (measured on the Frame with sound playing). Player: no speed-up while sound is on (Chrome keeps ~0.6 s of audio ahead and stalled 8x/30 s at 1.1x, 1-2x without; same ~1 s lag; muted ~0.3 s); the Sound on tooltip says so 2026-10-07 19:44:46 -04:00
spoopyghosty0 ae4904c7d9 Live view: 1080p no longer drops frames with sound on (ffmpeg paced its inputs against pulse's late audio and stopped reading the video for up to 0.7 s, blocking fp_venc's writes; -itsoffset -1 on the video input keeps it from counting as ahead). Found with fp_venc's new timing stats (write_ms 17-38 avg, 260 max at 1080p) and a busy 1080p replay into the real pipeline: 20 s took 34-47 s with sound, exactly 20 s with the fix; output A/V spans unchanged 2026-10-07 19:13:45 -04:00
spoopyghosty0 b142f7c0ac Live view: Stop ends a backed-up stream (fp_venc blocked in a write never saw stdin EOF and ffmpeg's output wasn't drained after the channel closed: both stayed on the Frame holding the headset view open, found after the owner's 1080p run). The script reports its process group; close() waits 2 s and then kills the group. Helper uploads use their own temp name (two starts raced on fp_venc.new). Verified on the Frame: forced kill path and the normal stop both leave nothing running 2026-10-07 18:37:11 -04:00
spoopyghosty0 934f356927 Live view: the panel warns when the Frame drops frames (encoder stats per 10 s: late + skipped slots >= 5 %, 'choose a lower quality'); fp_venc stats add per-window convert/write timing and no-free-buffer counts to find why 1080p stalled (owner: 1080p choppy, 360p smooth; log: 208 of 320 slots, 172 late, 104 skipped) 2026-10-07 18:09:15 -04:00
spoopyghosty0 a61764960d Live view: even frame timestamps and VBR after the first headset test
Owner's headset test (720p): heavy compression artifacts and many dropped-looking frames.
- Frames stamped on arrival (wall clock) bunched when ffmpeg read several at once (gaps of 0-10 ms and 45+ ms). The
  input stays on the wall clock (read in step with pulse's audio; setts alone held output ~7 s), and setts now
  numbers the output frames on fp_venc's fps grid: every gap exactly 1/fps on the Frame, audio aligned.
- fp_venc --peak: VBR capped at the peak (else CBR as before), level picked for the peak. The hardware path uses
  1.5x peaks and higher targets (360p 1.5, 480p 2.5, 720p 5, 1080p 8, Full 10 Mbit/s); 3 Mbit/s CBR blurred every
  head turn. The x264 fallback keeps its rates.
- fp_venc's info/stats lines go to the app log (late/skipped frames next time); its errors still explain a stop.

Verified on the Frame: probe with VBR (no refused control); end to end through livestream.start at 720p32: 403
frames all 31 ms apart, audio 0-12.57 s next to video 0-12.58 s, late viewer on its keyframe at once, nothing left
after stop. Picture quality with motion still needs the headset.
2026-10-07 18:00:59 -04:00
spoopyghosty0 55a376cdfd fp_venc: exact NEON fast paths for 3:2 (720p) and 3:1 (360p) scaling
The box boxes repeat every 3 source pixels at these ratios, so the averages become rounding shifts (3:2: block
sizes 1, 2, 4) or an exact multiply (3:1: x7282 >> 16 = /9 for every sum), with no per-pixel scalar loop. Same
bytes as the generic path; 480p (852 px wide, irregular) keeps the generic path. Self-test adds 1158x648 -> 432/216
(columns left over after the 48-pixel steps) and times all four qualities.

Frame (2026-10-07): selftest ok (184 cases); 1920x1080 -> 720: 1.3-1.65 ms (was 5.6), -> 360: 0.7 ms,
-> 1080: 0.6-1.0 ms, -> 480: 2.8 ms.
2026-10-07 17:50:59 -04:00
spoopyghosty0 da7655ee25 Live view hardware encoder: fixes from the first device run
- fp_venc: accept the source's buffer count (the Frame's v4l2loopback has max_buffers=2; asking for 3 failed the
  probe); OUTPUT buffers remember which picture they hold, so repeats (standby, still scenes) skip the conversion
  (720p: 35% -> 2.5% of a core with the headset asleep).
- Pipeline: raw H.264 stamped on arrival (-use_wallclock_as_timestamps, same clock as pulse) with a 32-byte probe:
  -framerate was ignored, -fflags nobuffer lost the first seconds, frames numbered from 0 held all output ~7 s next
  to the sound. frag_keyframe so a requested keyframe starts a fragment (a joining viewer starts there).

Verified on the Frame (headset asleep): selftest ok (104 cases), probe at 360p-1080p, end to end through
livestream.start: 720p36 + AAC in 0.1 s fragments, audio and video spans match, a second viewer starts on its
requested keyframe at once, nothing left running after stop; FP_VENC_DISABLE=1 falls back to x264.
2026-10-07 17:50:57 -04:00
spoopyghosty0 0ae754fa5d Live view: hardware H.264 encoder (fp_venc), x264 stays as fallback
native/venc/fp_venc: own clean-room driver of the Frame's iris encoder (V4L2 stateful encoder interface, written from
native/venc/SPEC.md = kernel docs + values measured on the Frame). Reads SteamVR's headset-view webcam, box-scales and
converts RGB24 to NV12 (NEON, bit-identical scalar reference), CBR H.264 with SPS/PPS on every IDR, one frame per slot
of an even fraction of the panel rate read through DRM (96 Hz -> 32 fps). stdin "k" = keyframe, EOF = stop;
--probe/--selftest. Static freestanding aarch64 binary in artifacts/linux-arm64-bin (reproducible).

livestream: the script probes fp_venc and pipes it into ffmpeg (-c:v copy + AAC), else the old x264 30 fps path; the
helper is synced to ~/.local/share/frameport/bin by sha256 at stream start (no agent change); a new viewer asks for a
keyframe and waits for it; the status line shows the encoder and fps. Tests: hardware/fallback script branches,
keyframe-on-join, helper sync; tests/test_venc.py compares convert.c with a Python reference (native marker).
Not yet run on the device.
2026-10-07 17:50:55 -04:00
spoopyghosty0 ecfd2408cf Monitor: the detail boxes' first update goes through the event loop like the ticks (sent from the connect thread it could arrive after a tick's patch: 'dropped a patch for unknown control'); README screenshot with the new layout 2026-10-07 17:33:21 -04:00
spoopyghosty0 44dfd43692 Monitor feedback: updates from the stream's thread go through Flet's event loop (components.LoopUpdater: the window showed nothing until a click and the charts moved in bursts); intervals 0.1/0.25/0.5 s (0.5 s default; processes still scanned every 2 s, their GPU % averaged over it); charts in 1-second buckets (2 minutes at any interval); same-name processes with one parent collapse into a group row (click to open, end or force-kill all); tile headers line up; detail cards share one height; temperature boxes with mini charts and a Fan box; 'Monitor is using … of the Frame's CPU' 2026-10-07 17:26:20 -04:00
spoopyghosty0 29876ec046 README: Monitor section + screenshot (docs/images/monitor.png, ui_smoke --fake-frame --game: the fake monitor follows --game and sends two minutes at once so the charts are full). Monitor game card: the game's artwork is an art_fill control inside the box (copying its image onto the box showed nothing) 2026-10-07 17:05:15 -04:00
spoopyghosty0 3667f504ec Monitor agent after device tests (4XVR on the dev Frame): full names for processes whose comm the kernel truncated (Android's last 15 characters), power rails per cluster every 5 s and battery current/voltage every 2 s (I2C reads), temperatures every 2 s, fast render-fd rescans only for busy young game processes, end_game reports a game that wasn't running 2026-10-07 16:55:11 -04:00
spoopyghosty0 375b976dcd Monitor tab: a live view of the Frame while the tab is shown (running game with fps, CPU/GPU/memory/temperature/power/battery tiles with 2-minute sparklines, details: per-core load, sensors, power split, network) and its processes (filter Game / Steam & SteamVR / All, search, sort; right-click: end, force kill, end game; critical programs ask again). frame/monitor.py = session + pure helpers, C.Sparkline/MeterBar on Flet's canvas (no charts extension), ui_smoke FakeMonitorSession + --only, docs 2026-10-07 16:55:09 -04:00
spoopyghosty0 2a74e5ff64 Agent v62: _monitor stream for the Monitor tab (CPU/GPU/memory/pressure/temperatures/fan/power rails/battery/network, running FramePort games with fps from FrameBridge pacing and container cgroup usage, processes grouped by game/Steam/SteamVR/desktop with per-process GPU % from DRM fdinfo; end a process or a game). Kernel threads, command lines and render fds are cached so a sample stays cheap on the Frame 2026-10-07 16:55:06 -04:00
spoopyghosty0 0c623c2efc Install question: each file's name on its own line (long names end in an ellipsis, full name on hover), its type, size and checksum below; the narrow label column wrapped long file names 2026-10-07 16:51:32 -04:00
spoopyghosty0 d49b3ae884 Install links: FramePort-only manifest fields (frameport.description / frameport.icon) shown in the install question and used as the game's icon and description; readable titles for bare file links; handler scripts wait for the open window to take a link (a just-closed window's heartbeat swallowed clicks on Windows), the heartbeat is removed on close, and the Windows handler runs under conhost --headless (no console flash) 2026-10-07 16:35:21 -04:00
spoopyghosty0 f811261507 Lint: line lengths, import order, unused loop variable (ruff) 2026-10-07 16:09:03 -04:00
spoopyghosty0 ec701e6e56 Install links (FrameDrop's "Install with FrameDrop" button protocol), drop files on the Library, add a lone Windows .exe, VR / flat window choice, x86_64 Linux apps through FEX
- deeplink.py: framedrop:// and frameport:// links and the pasted https://framedropvr.com/install?manifest=|url= link; manifest framedrop.install/v1; https only (http on loopback), no credentials, no LAN addresses (also after DNS and redirects), sha256 checked, cancel/mismatch leave no .part
- urlhandler.py: per-scheme registration (Settings → Install links, links.framedrop / links.frameport, default on; another program's scheme only taken on request) through a handler script that queues the link and starts FramePort (a flet build bundle can't take a URL argument); the GUI's heartbeat + link inbox
- GUI: Add games → Install from a link… and Add a Windows program (.exe)…; confirmation before any download; files dropped on the Library (packaged app); CLI frameport open-link
- patch device.display_mode (Automatic / VR / Flat window), verified on the Frame with 4XVR
- x86_64 Linux apps run through FEX (agent v61: FEX installed unattended, STEAM_COMPAT_DATA_PATH set, RootFS from SteamOS's /usr/share/guestos/fex-mesa); verified on the Frame with an x86_64 test program; triage linux-x86-no-fex
2026-10-07 16:06:40 -04:00
121 changed files with 13376 additions and 292 deletions

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+72 -6
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@@ -28,13 +28,24 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
delete leaves screenshots.vdf alone (Steam rewrites it at exit); game menu → "Screenshots" = `go("screenshots",
pkg)`); live view (`views/live.py` + `install/livestream.py`: the Frame's built-in SteamVR "headset view" webcam
(`steamvr-v4l2cam.service` → v4l2loopback "SteamVR" /dev/video99, see docs/FRAME_RUNTIME.md) + the default
output's pulse monitor (sound) → ffmpeg/x264 + AAC (qualities scale down only; "full" = SteamVR's size) →
fragmented MP4 on an SSH exec channel's stdout (the script stops ffmpeg on stdin EOF) → relay on 127.0.0.1 (keeps
init + fragments since the last keyframe of the *video* track for late viewers) → player page
output's pulse monitor (sound) → `fp_venc` (`native/venc`, own clean-room V4L2 driver of the Frame's iris
hardware encoder: RGB24→NV12 box downscale with NEON, H.264 CBR, one frame per slot of an even fraction of the
panel rate read from DRM, e.g. 96 Hz → 32 fps; stdin `k` = keyframe, EOF = stop; `--probe` / `--selftest`;
artifact `linux-arm64-bin/`, synced to `~/.local/share/frameport/bin` by sha256 at stream start, no agent change)
piped into ffmpeg (`-c:v copy` + AAC), else the old ffmpeg/x264 30 fps path (qualities scale down only; "full" =
SteamVR's size; stderr `live: encoder=… fps=…` → status line) →
fragmented MP4 on an SSH exec channel's stdout (stdin EOF stops it) → relay on 127.0.0.1 (a new viewer asks
the hardware encoder for a keyframe and waits for it, else gets init + fragments since the last keyframe of the
*video* track) → player page
`install/live_player.py` (MSE; starts muted as browsers require, "Sound on" button; 0.3 s cushion, catches up at
1.1x, seeks only when >2 s behind: seeking to the very edge starved it) opened
in the user's default browser: Flet can't show video outside `flet build` bundles; the stream outlives the tab and
stops on disconnect/window close); settings; welcome; activity panel). Files, Screenshots and the Library share right-click menus
stops on disconnect/window close); monitor (`views/monitor.py` + `frame/monitor.py` + agent v62 `_monitor`: one
JSON sample per tick over an SSH exec channel while the tab is shown (stopped in go/disconnect/on_close, the
agent ends at EOF); sources and costs in docs/FRAME_RUNTIME.md "Monitoring sources"; game card (fps from
FrameBridge pacing; End game = Steam's Exit game, then cmd_stop), tiles with `C.Sparkline` (Flet canvas, no charts
extension), details, a pooled process table (Game / Steam & SteamVR / All; right-click: end / force kill / end
game; MON_CRITICAL needs force, MON_NEVER is refused)); settings; welcome; activity panel). Files, Screenshots and the Library share right-click menus
(one `ft.ContextMenu` per view, filled on right-click; on one of several selected items they act on the whole
selection, `C.menu_targets`) and click-and-drag multi-select (`C.DragSelect`: pan start/end on the area + item
hover events, which Flutter also sends with the button held; Flet can't report item positions, so no rubber band).
@@ -60,6 +71,14 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
uploads are interruptible (Cancel checked per MiB) and resumable (big files via SFTP `.part` append, small files
streamed in tar batches; the agent counts files already in `incoming/`). Multi-select in the Library queues
installs after asking every needed question up front. Failures end in one pop-up (Resume / Uninstall / log).
- Other drives (GitHub #90, agent v63): anchors stay in ~/Applications/quest-frame, a game's files may live in
`<mount>/FramePort/<pkg>` (`deployment.json` base). Agent `drives` (/proc/mounts, /run/media + Steam library
drives; vfat/exfat/ntfs/read-only refused), prepare*/finalize_linux `dest` (unmounted = error, never a fallback;
installed games keep their base), `move` (detached systemd-run + `move_status`; cp -a under podman unshare,
count+bytes check, symlink retarget, launch.sh: Quest app_dir line / Linux+PC VR rewritten from the record's
`launcher` field, else text swap), list_installed `drive`/`drive_missing` (install_state keeps such games
"installed"). PC: `install/drives.py`, library setting `install.drive` (Frame page → Storage), game menu
"Move to…" (job kind tool-frame), CLI `frame drives`/`frame move`/`install --dest`. Untested on the device.
- **PC VR repacks are pre-patched to run directly** (proven: Rick and Morty, Vader Immortal run when the exe is
launched directly; Revive breaks them). So Rift games default to `as_is` = install the copy unchanged and launch
the exe directly (`pcvr.xr_timefix` for the Frame OpenXR-1.1→1.0 fix, `pcvr.no_crash_reporter` for Unreal).
@@ -111,11 +130,20 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
set: the name on a colour from the title hash + the APK icon, `steam_set_for`; 2D Android apps get no store lookups) and tags: how it runs, the original platform
(Meta Quest / Oculus Rift), genres, user tags — merged with tags set in Steam (non-Steam shortcuts can't hold a
description).
- Linux apps (GitHub #31, library kind `linux`, `linux.<slug>`): GUI = Add games → "Add a Linux app (arm64)…" /
- Linux apps (GitHub #31, library kind `linux`, `linux.<slug>`; x86_64 builds run through FEX (app 3127680, no SLR:
RootFS /usr/share/guestos/fex-mesa from the OS image; needs `STEAM_COMPAT_DATA_PATH`, see docs/FRAME_RUNTIME.md):
agent v61 `linux_x86_tools`/`pick_tool`, `install_proton`/`proton_status` `kind: linux_x86`, `finalize_linux
x86_64`, `installer.ensure_proton(kind=)`; an arm64 program wins over an x86_64 one): GUI = Add
games → "Add a Linux app…" /
"…folder…" (`app.add_linux` job → `pipeline.add_linux_app`); game page `linux_summary` (program + Change…, AppImage,
OpenXR, source) instead of recipe/patches, `C.missing_libraries` callout (Frame deployment, else last install);
no Analyze/Rebuild/recipe/share/Game settings actions, Frame only; platform "Linux" badge + library filter; Steam
tags "Linux app on Frame"/"Linux"; `_follow_catalog` skips them; local files of a lone AppImage = the file only.
Desktop Mode entries (GitHub #84, agent v63): finalize_linux writes `frameport-<slug>.desktop` to
~/.local/share/applications (+ ~/Desktop if it exists; `X-FramePort-Package` marks ours), launch.sh with
`FRAMEPORT_DESKTOP=1` skips the Steam-parent watchdog and Steam's display; ensure_host_fixes refreshes entries
(older installs, stale ones removed), uninstall/purge remove them. Per app: library entry field `desktop_entry`
(default on; patches don't apply to Linux apps) → game page switch → agent `desktop_entry`. Untested on device.
- Quest/Rift twins stay separate entries, shown and named in Steam "Title (Quest)"/"(Rift)" (`core/titles.py`).
- `Recipe.as_is` = install unchanged (pre-patched libraries): `pipeline.prepare_as_is`; auto for APKs that already
contain FrameBridge (`frame_patched`). For Rift it changes nothing (the dump is never modified; the Frame copy
@@ -131,6 +159,10 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
- `patches/` — **the unit of modularity**. `base.py` (Patch interface, registry), `overport.py` (overport CLI patch ids,
discovered dynamically via `overport patches`), `frame/*.py` (one module per Frame fix), `settings.py` (FrameBridge
adapter keys + device files as patches). Add a patch = add a module that calls `register(...)`.
`upstream.py`: upstream fixes that replace a workaround per build (a probe finds the fix in OVRPort's output →
the build leaves the workaround out, `build.superseded`; recipes unchanged). Registered: `ovrport.haptic_envelope`
(→ `adapter.haptic_fix`, `frame/haptic_envelope.py`) and `ovrport.microphone_stream` (→ `frame.ovr_microphone`),
both fixed in OVRPort runtime 3.4.3-aa54c3f (ovrport/app#73; haptics owner-verified with Lucky's Tale 2026-10-07).
- `analysis/` — APK/ELF inspection (`detect.py`), `elf.py` (pyelftools reads; own DT_NEEDED writer), `stubgen.py`
(generates the ovr_* stub .so without a compiler).
- `apk/` — `axml.py` (binary manifest editor), `workspace.py` (staged zip edits), `sign.py` (apksigner; it aligns too).
@@ -505,7 +537,7 @@ recipe keeps it on). I Am Cat works with issues (judder; scale 0.8 no help). Rob
libroblox, also with the Vulkan shim). Installs skip the Steam restart when the shortcut is unchanged and wait while a
game runs (agent v37). New default fixes in FramePort's code reach games already in a library: after every app update
`library._follow_catalog` re-derives each non-user recipe once (setting `recipes.app_version`; tests switch it off via
`library.REFRESH_ON_UPDATE`); analysis fields added later still need a re-analysis. Troubleshooting techniques: docs/PLAYBOOK.md "Debugging techniques". Unity `boot.config` "vulkan" substring mislabels GLES games as Vulkan
`library.REFRESH_ON_UPDATE`). Analysis fields added later: **bump `analysis/detect.ANALYSIS_VERSION`** (stored as `analysis.extra.analysis_version`); older entries whose APK is still there are analysed again at the GUI's start (background thread, not a job: ~8 s per 900 MB APK) and before a build (`pipeline.refresh_analyses`, GitHub #104); only `analysis`/`suggested` change, user recipes stay; an unreadable APK gets `analysis_failed` = the version (not retried until the next bump). Troubleshooting techniques: docs/PLAYBOOK.md "Debugging techniques". Unity `boot.config` "vulkan" substring mislabels GLES games as Vulkan
(I Am Cat ran GLES); OVRPlugin's "Unavailable OpenXR extension: XR_FB_scene" is routine (no longer triaged).
**Round 4 (2026-10-04):** XR_KHR_android_surface_swapchain is listed by the Frame's runtime but returns
FUNCTION_UNSUPPORTED → adapter `surface_emul` (default on, `native/adapter/surface_swapchain.c`): an ordinary runtime
@@ -613,6 +645,40 @@ head-pose deadline ends VR mode without a worn headset (not a game bug).
layers, depth, pacing ruled out. Sniper Elite VR (DEVICE LOST), Espire 1 (Mesa GL upload crash), HITMAN 3 (freedreno
crash): use PC versions.
**Install links / FrameDrop button protocol (2026-10-07, not yet clicked end to end from a browser):** FrameDrop
(framedropvr.com, a closed-source Windows sideloader) defines "Install with FrameDrop" buttons:
`https://framedropvr.com/install?manifest=<url>|url=<file>` → that page opens `framedrop://install?…` (1.6 s, else its
home page); manifest `{"schema":"framedrop.install/v1","name","files":[{"url","sha256"}]}` (name = Steam title; .apk
or Linux .zip). `deeplink.py` (no Flet) parses framedrop://, frameport:// and the pasted https link, enforces its
rules (https; http only on loopback; no credentials; no LAN/loopback/link-local IPs, also after DNS and redirects; URL
ends in a file name), caps manifests at 256 KiB, ignores non-hex sha256 (FrameDrop's own example has a placeholder),
downloads into `<data>/downloads/<slug>-<hash>/` (OBBs → `obb/` next to the APK, `.part` removed on cancel/mismatch);
`pipeline.add_from_link` routes APK / Linux / exe and sets `title` + `title_locked` + `link` (a bare file link keeps
FramePort's title). GUI: `views/link_dialog.py` (always asks first), Add games → "Install from a link…", CLI
`frameport open-link [--yes --no-install --gui]`. **A `flet build` bundle can't take a URL argument** (the Flutter
host treats any argv as a developer page URL), so `urlhandler.py` registers a script, not FramePort.exe: Windows
HKCU `Software\Classes\{framedrop,frameport}` → hidden PowerShell `frameport-link-handler.ps1`; WSL (source runs)
the same keys → `wsl.exe -d <distro> -e sh frameport-link-handler.sh`; Linux `frameport-links.desktop` +
`xdg-mime`; macOS unsupported (Apple Events, paste instead). The script drops the link into `<data>/links/*.link`
and starts FramePort unless `<data>/gui.alive` is < 10 s old (`gui.starting` stops double starts); the GUI's
`_watch_links` thread touches the heartbeat and opens links (newest window session). Settings → Install links: one
switch per scheme (`links.framedrop`, `links.frameport`, default on); a scheme another program owns (FrameDrop) is
only taken with "Use FramePort for these links" (`register([s], force=True)`); off removes only FramePort's own
registration (`MARK` in the command). Never registered with FRAMEPORT_HOME/FRAMEPORT_NO_LINK_HANDLER (tests,
screenshots). Same round: files dropped on the Library (`ui/dropped.py`, bundles only like the Files tab), "Add a
Windows program (.exe)…" (`pipeline.add_windows_exe`: exe in Downloads/home/drive root copied alone into
`<data>/windows-apps/<slug>/`), patch `device.display_mode` (Automatic / VR / Flat window → `InstallContext.display`,
`installer.show_window`). FramePort-only manifest extension `"frameport": {"description", "icon"}` (bad values ignored; icon: same URL rules,
≤2 MiB, Pillow-checked, ≥32 px, saved as PNG in `<data>/downloads/icons/`, shown in the question by asset URL, then
`sources.apply_custom(pkg, "icon")` unless `.picked` exists; description fills `details.description` only when
empty). Bare file links get a title guessed from the file name (`title_from_filename`: version/arch dropped, package
names → last part). Windows test of 0.12.1.dev191 (2026-10-07): a button click opened the dialog; but a click right
after closing FramePort did nothing (the closed window's heartbeat was < 10 s old) → the handler scripts now wait
up to 4 s for the link file to be taken before trusting the heartbeat, the window's CLOSE event / atexit delete
`gui.alive`, and the Windows command runs under `conhost.exe --headless` (plain `-WindowStyle Hidden` flashed a
console). Screens: `scripts/ui_smoke.py --links --fake-frame --game <pkg>` (tall pages: `--viewport
1280x7000`; Flutter's popup menu ignores Escape).
## Releases, CI, GitHub
Maintainer-only notes (accounts, credentials, key locations) live in the git-ignored `CLAUDE.local.md`.
Public repo `github.com/spoopyghosty0/frameport` (branch `main`). Push a `v*` tag → CI (`.github/workflows/build.yml`)
+17 -2
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@@ -28,11 +28,15 @@ Install games that target the Meta Quest, Android, or general PCVR onto your **V
curved and 360° layers); game settings as simple switches.
- **Beyond Quest:** Android apps as windows, PC VR via Proton or Revive, Windows (non-VR) games via Proton, a Files
tab with drag and drop.
- **Linux apps:** install arm64 Linux apps (AppImage, a folder, or a zip/tar archive) on the Frame with a Steam
shortcut; they run natively on SteamOS.
- **Linux apps:** install Linux apps (AppImage, a folder, or a zip/tar archive) on the Frame with a Steam
shortcut; arm64 builds run natively on SteamOS, x86_64 builds through Valve's FEX translator.
- **Install links:** "Install with FrameDrop" buttons on web pages (the one-click protocol of the FrameDrop
sideloader) and pasted links open in FramePort, which asks, downloads, adds and installs the build.
- **Screenshots tab:** the screenshots you took in the headset, sorted by game (matched by play time) and day;
view them and download them to your computer.
- **Live view tab:** watch what the headset shows, with sound, in a browser window on your computer.
- **Monitor tab:** the running game's frame rate, the Frame's load, temperatures, power and battery live, and its
processes, which you can end. [More](#monitor).
- **Self-updating** releases, redacted diagnostics, one-click problem reports and working-config sharing.
## Quick start
@@ -87,6 +91,17 @@ videos muted). Pick 360p to 1080p, or the headset view's full size. The picture
view on the Frame and is encoded there while you watch (about one CPU core), so stop it when you're done. It's black
while the headset sleeps.
## Monitor
The **Monitor** tab shows what the Frame is doing while it's open: the running game with its frame rate against the
display's refresh rate, CPU, graphics chip, memory, the hottest temperature with the fan speed, power draw and battery
time left, each with a 2-minute chart. **Show details** adds every CPU core, all temperature sensors, where the power
goes and the network. Below, the game's processes (or Steam's, or all of them) with their CPU, GPU and memory use:
right-click one to end it, or end the whole game. Programs that Steam, SteamVR or the desktop need are marked and ask
again. The Frame sends the numbers itself (about 1 % of one CPU core) and stops when you leave the tab.
![Monitor](docs/images/monitor.png)
## Compatibility
If a game has already been tested with FramePort, it will automatically use the optimal game config. Otherwise, FramePort
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@@ -1,16 +1,17 @@
e7554c6343ee2989b0a273ee6230e65c25bfe6499eefd00de19f5f0fee58754f ./arm64-v8a/libfp_langpack.so
98a99cefe93079268d9158b23fa8ad5c7ade8e54c0d31526892635625eb3ef04 ./arm64-v8a/libfp_ovrp.so
321da502e0f8f46f0880aad39fe6b84bdef88f925164568814cf704a1b31a577 ./arm64-v8a/libfp_ovrp.so
40defdaddcda53bd2649eb48076fae1622bfc2bfc88e9e03c94fc8b45af2a4f2 ./arm64-v8a/libfp_ovrtrace.so
7522a7cfb236e48d3442d418c4820cd37760a9627c6bdef80fb0df82df5fd826 ./arm64-v8a/libfp_vk.so
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
06c8a17b37cb1513fdfeba87ece457a02097bb22dd0a3a3a8719fb8fea16b52a ./arm64-v8a/libframe_xrshim.so
9f5ba793d1804728394a8fe9e83028e13f1bc939b558892e7beb5c3662317259 ./arm64-v8a/libglshim.so
cc5b493cadefe76ad13fd096d3f8494a140ba593e0e1692db12d284bc548c1cf ./arm64-v8a/libopenxr_loader_generic.so
8a8f6b1da8952cb3933a5b53558424a5fc56043b2527a16bb6dd62a00d2de01a ./arm64-v8a/libframe_xrshim.so
fc559dbe0b87eecc3641256837293260cefb7c2ce7b21d808d10edd2a2dba9fc ./arm64-v8a/libglshim.so
05692ee7129538dff04ae8260caf9a8f2cbd595b706fcfa188a029f282720345 ./arm64-v8a/libopenxr_loader_generic.so
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
aa4dc0020c77e12d41ef6ce80b23ad90c9cb7e882338eddf2261efe8645cf38d ./arm64-v8a/libvrapi.so
c10412dd76a65a1d587b7ed226367d1a6f2bec238c733c97ee67eb8870c868e8 ./armeabi-v7a/libopenxr_loader_generic.so
ab0fa11c3aa1e37c538ba374026640a925ef31e6709765d4058a44cf4c4e9b31 ./armeabi-v7a/libopenxr_loader_generic.so
1871eae093432d277da4bc751bf5f3269dfcf11f9168260b0c3caadb0dedb19d ./dex/oculusos-stubs.dex
1aa733117cf57ccff7cf23f0425dbfd73b0332a3ef1c905ceeca0ccd0449c4e0 ./linux-arm64/XR_APILAYER_FRAMEPORT_timefix.json
28c2430a02bbd8902c5bfb9562c6fd0e318654f9e05c095bfeb94b0450ab1b07 ./linux-arm64/libxr_frameport_timefix.so
b10b3a5c10c3339fc63fd9f6cb4d01ea29be11a863d0ebad1389ea69fd471940 ./linux-arm64-bin/fp_venc
c2c70f4af1a5c3e6089dff1130161dd417f8044f99ec639eeecf1083930aab16 ./win-x64/fp_oculushmd.exe
60ebc5fea05b8945082e2ca8b9f2eb74616012a26eb50133af273dff0fcddc42 ./win-x64/fp_vrsettings.exe
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@@ -0,0 +1,19 @@
package: com.CortopiaStudios.Graves
title: GORN2
status: works
tested_version: 1.10.1
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-07'
known_good_sha256: d8a7949edc90c19902eb89f888ad6a350475387d630991767b3097667ad16d4c
app: 0.12.0
overport_cli: 1.2.5
issue: 88
source_hint: GORN 2
@@ -0,0 +1,21 @@
package: com.FourPlayersStudio.Retronika
title: Retronika
status: works
tested_version: 3.2.601
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-07'
known_good_sha256: 290bfda3969547d5f1ff621ab5a8be9dd322fc9eee6b243c863576d4ff5b4b81
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261006.6173745'
agent: 59
issue: 97
source_hint: Retronika
@@ -4,14 +4,25 @@ tested_version: '1.03'
source_hint: Sniper Elite VR
engine: Unity
xr: VrApi
status: unsupported
notes: 'GPU hang (zink: DEVICE LOST) even with MSAA off.'
details: Legacy VrApi via OVRPlugin.
status: works
notes: Plays with controllers that follow the hands (owner's headset test, Quest 1 build 35713).
details: 'Unity 2019.4 on its built-in Oculus VR (no Oculus XR Plugin). Its legacy frame loop never waited for frames
(GPU hang, zink: DEVICE LOST) and Unity reported only Go controllers: frame.unity_oculus_check. Its frame wait then
deadlocked at the Init scene (Unity skipped beginning a frame) and the physics-step pose update located the
controllers in the past (hands lagged): both fixed in that patch (revision 5), switched on for this game by ovrp_begin_gate and ovrp_hold_physics. Grabbing an object in the tutorial
vibrates the controller; OVRPort''s envelope conversion then allocated ~1 GB/s until the memory cap ended the game:
haptic_fix. The Quest 1 build has no arraysources_assets.hd, which the game loads on the Frame (it detects a Quest
2) and then skips the .sd bundle: textures are missing unless the .sd file is also present under the .hd name in the
game''s obb folder.'
frame:
- frame.unity_no_msaa
- frame.unity_oculus_check
adapter:
haptic_fix: 1
ovrp_begin_gate: 1
ovrp_hold_physics: 1
pcvr_alternative: Sniper Elite VR (Steam PC VR). Winter Warrior (Quest) works on the Frame.
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: e80883eb6945e267a375edf0ffd789268686440819add9d4dee9fdbdf466cbe4
date: '2026-10-07'
updated: '2026-10-07'
min_app: 0.12.1
+12 -9
View File
@@ -1,12 +1,14 @@
package: com.PixelToys.BattleSisters
title: BattleSisters
status: works
notes: Starts in VR; controller buttons and vibration work.
details: Unity 2019.4 with Unity's built-in Oculus support. frame.unity_oculus_check starts VR (Meta's system-app check),
adds the frame wait its legacy loop never makes (without it the GPU hung, black screen) and lets Unity's Oculus
input accept Lepton's device model (it only reported controllers on a device named "Oculus ...", so buttons were
dead). haptic_fix stops the first controller vibration from freezing the Frame (OVRPort's loader read its duration
in nanoseconds as seconds and the game ran out of memory).
notes: Plays; controller buttons and vibration work, hands follow the controllers (pose_time_fix).
details: Unity 2019.4 with Unity's built-in Oculus support. frame.unity_oculus_check starts VR (Meta's system-app
check), adds the frame wait its legacy loop never makes (without it the GPU hung, black screen) and lets Unity's
Oculus input accept Lepton's device model (it only reported controllers on a device named "Oculus ...", so buttons
were dead). haptic_fix stops the first controller vibration from freezing the Frame (OVRPort's loader read its
duration in nanoseconds as seconds and the game ran out of memory). With pose_time_fix the hands follow the controllers
- OVRPlugin asked for hand poses at Android's monotonic "now", which on SteamOS 0.4.5 is 2.56 s behind the runtime's
XrTime, so the hands lagged far behind.
tested_version: 1.2.4
engine: Unity
xr: VrApi
@@ -18,9 +20,10 @@ frame:
- frame.unity_gl_shim
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-06'
date: '2026-10-08'
issue: 48
updated: '2026-10-06'
min_app: 0.11.1
updated: '2026-10-08'
min_app: 0.12.1
source_hint: Battle Sister
+14 -9
View File
@@ -1,20 +1,25 @@
package: com.StressLevelZero.BONELAB
title: BONELAB
status: issues
notes: Build 1.2068 plays (head tracking and controls work with frame.unity_user_presence); the newer build
1.2974 crashes at start (Vulkan), no fix yet.
details: The game runs (72 fps), but its player body stayed frozen - no head tracking, the controllers stuck to the
status: works
notes: Builds 1.2068 and 1.2974 play (owner's headset tests). One recipe serves both builds - 1.2068 needs frame.unity_user_presence (head tracking and controls); 1.2974 also needs
frame.slz_vulkan_hooks (72 fps after about 35 s of shader prewarming), which changes nothing on 1.2068.
details: Both builds - the game runs (72 fps), but its player body stayed frozen - no head tracking, the controllers stuck to the
model, no buttons - although OpenXR input and OVRPlugin's poses were fine. A few seconds after start (when Unity
switches XR loaders) OVRPlugin reports the worn headset as not worn (ovrp_GetUserPresent2 -> 0), and BONELAB's
Marrow rig only follows the player while Unity's HMD device reports UserPresence (OpenControllerRig checks
XRHMD.IsUserPresent every frame). frame.unity_user_presence reports the headset as worn. Build 1.2974 crashed
earlier in vkCreateInstance from the game's own Vulkan hooks (libSLZQuestNative.so); not retested.
tested_version: 1.2068.34555
XRHMD.IsUserPresent every frame). frame.unity_user_presence reports the headset as worn. Build 1.2974 only - it adds Stress
Level Zero's graphics plugin (libSLZQuestNative.so), which hooks Unity's Vulkan start-up (vkCreateInstance/
vkCreateDevice) and vkCreateSampler; on the Frame its vkCreateInstance wrapper calls an invalid pointer right after
OVRPlugin's pre-init instance is destroyed (a jump to 0, into an unloaded library, or a hang). frame.slz_vulkan_hooks
switches its two registrations off, so Unity starts Vulkan itself; the plugin's pipeline cache isn't used.
tested_version: 1.2974.57485
engine: Unity
xr: OpenXR
frame:
- frame.unity_user_presence
- frame.slz_vulkan_hooks
verified:
date: '2026-10-06'
updated: '2026-10-06'
date: '2026-10-08'
updated: '2026-10-08'
source_hint: BONELAB
min_app: 0.12.1
@@ -0,0 +1,22 @@
package: com.ToastVR.RichiesPlankExperience
title: Richie's Plank Experience
status: works
tested_version: 2.3.585
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-07'
known_good_sha256: 7eb1366c2398e554624a5d66aefb0c731c64b1b6944bc1726d9187f123c37fb7
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20260922.6101926'
agent: 59
issue: 95
source_hint: apks
@@ -0,0 +1,23 @@
package: com.VR_HOT.VR_HOT_Quest
title: VR HOT Quest
status: works
tested_version: 0.8.8.1
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
controller_models: 1
haptic_fix: 1
verified:
date: '2026-10-08'
known_good_sha256: c321606c536eba1673572a9f44fd9e20d2cb5bd9609d536189e6ad7057b9cd67
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20260922.6101926'
agent: 59
issue: 98
source_hint: VR-HOT-Quest-0.8.8.1
+25
View File
@@ -0,0 +1,25 @@
package: com.YourCompany.SWP_VR
title: Star Wars Pinball VR
tested_version: '1.4'
source_hint: Star Wars Pinball VR
engine: Unreal
xr: VrApi
status: works
notes: Plays (owner's headset test); one short audio hiccup seen.
details: 'Unreal 4.25 (GLES) built against OVRPlugin 1.44. Four Frame problems in a row: Zink crashed on Unreal''s
multisampled render-to-texture (fault addr 0x10000 on the RHIThread): frame.unreal_gl_shim, which keeps Unreal''s
multiview and draws those passes single-sampled; OVRPort''s OVRPlugin lacks ovrp_GetPTWNear, so Unreal''s Oculus
module never started VR (then a null pointer in GetMultiViewSceneColor): frame.unreal_ovrp_entrypoints; the engine''s
OpenSSL assembly has unpaired return-address checks the Frame''s CPU enforces (SIGILL on the HttpManager thread):
frame.pac_hints. Needs its OBB (main.10765).'
frame:
- frame.unreal_gl_shim
- frame.unreal_ovrp_entrypoints
- frame.pac_hints
adapter:
haptic_fix: 1
verified:
date: '2026-10-08'
issue: 83
updated: '2026-10-08'
min_app: 0.12.1
@@ -0,0 +1,21 @@
package: com.characterBank.ruinsmagus
title: RUINSMAGUS
status: works
tested_version: 1.2.3
engine: Unity
xr: VrApi
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-07'
known_good_sha256: 230e5625fbdfebb47c4d96aeb87f45270e4e6c79a33c08315c90626ab7465fe5
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261006.6173745'
agent: 59
issue: 89
source_hint: RUINSMAGUS
@@ -0,0 +1,22 @@
package: com.cloudheadgames.pistolwhip
title: Pistol Whip
status: works
notes: 120 HZ
tested_version: 1.6.0.2
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-08'
known_good_sha256: ebd97af54c59d59d473c98492c1bb26ce6059b7e59f27a08acfc5ada23d0b774
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261006.6173745'
agent: 59
issue: 100
source_hint: Pistol Whip
+22
View File
@@ -0,0 +1,22 @@
package: com.curif.AgeOfJoy
title: AgeOfJoy
status: works
tested_version: '1.0'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-08'
known_good_sha256: 9780e71e417b86290147c67c83755305801d8957909734c717a519034edefdf9
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261006.6173745'
agent: 59
issue: 103
source_hint: AgeOfJoy 05 rc30
+18
View File
@@ -0,0 +1,18 @@
package: org.timecrisis.quest
title: Time Crisis VR (Experimental)
status: works
notes: Fully playable at 120hz
tested_version: 0.8.3
engine: Other
xr: OpenXR
frame:
- frame.sdl_clipboard
verified:
date: '2026-10-06'
known_good_sha256: 4e67411a8e9c0b5fbb19ca7908c4222aa5ad1b2d47a8f4b5018b4fe9c2f5324e
app: 0.12.0
overport_cli: 1.2.3
frame_build: '20261005.6135832'
agent: 59
issue: 80
source_hint: TimeCrisisVR-v0.8.3-quest
+37
View File
@@ -8,16 +8,41 @@ signatures:
severity: fatal
diagnosis: Lepton found no activity with category LAUNCHER.
suggest: [frame.launcher]
- id: linux-x86-no-fex
pattern: '(cannot execute binary file: Exec format error|exec format error)'
severity: fatal
diagnosis: An x86_64 Linux program was started directly; the Frame's arm64 CPU needs FEX (x86 translation) for it. Reinstall the app with FramePort 0.12 or newer, which installs FEX and starts the program through it.
suggest: []
- id: no-arm64
pattern: 'INSTALL_FAILED_NO_MATCHING_ABIS'
severity: fatal
diagnosis: 32-bit-only APK. The Steam Frame has no AArch32; this cannot run. Use the PC (Rift) version via Revive.
suggest: []
- id: android-too-new
pattern: '(NoClassDefFoundError|ClassNotFoundException|NoSuchMethodError)\b.*(Landroid/window/|android\.window\.|(storeStoreFence|loadLoadFence)\(\)V in class Ljava/lang/invoke/VarHandle)'
severity: fatal
diagnosis: The app calls Android 12/13+ classes (android.window.*, VarHandle fences) that the Frame's Android 11 (API 30) container doesn't have; it needs a newer Android (e.g. minSdk 34 apps). Nothing to patch - it can't run until Valve updates the Frame's Android.
suggest: []
- id: web-wrapper
pattern: '(Creating TwaLauncher for com\.oculus\.browser|NameNotFoundException:? com\.oculus\.browser)'
severity: fatal
diagnosis: The app is a website in an Android wrapper (Trusted Web Activity) that opens Meta's browser (com.oculus.browser), which the Frame doesn't have, so nothing opens. There's no game to port - open the website (TWALauncherActivity's "Using URL" line) in a browser instead.
suggest: []
- id: unity-render-crash
pattern: 'CRASH\s*:.*#\d+\s+pc [0-9a-f]+\s+\S*libgallium_dri\.so'
severity: fatal
diagnosis: Unity's render thread crashed inside the Frame's GL driver (Mesa/Zink); the picture freezes or stays grey. Known triggers - an OVROverlay copy (try "Unity - skip OVROverlay layers", e.g. The Room VR), MSAA switched on at runtime, a GPU hang (zink DEVICE LOST).
suggest: [frame.unity_no_overlay_copy, frame.unity_runtime_msaa_off]
- id: unreal-msrtt-crash
pattern: 'fault addr 0x10000 in tid \d+ \((RHIThread|RenderThread)'
severity: fatal
diagnosis: The game's render thread jumped to address 0x10000 inside the Frame's GL driver (Mesa/Zink) a few seconds after start. Zink looks up a render-pass cache slot past its end when a game renders through multisampled render-to-texture (Unreal's mobile MSAA, e.g. Star Wars Pinball VR). Load the GL shim, which hides that extension.
suggest: [frame.unreal_gl_shim, frame.unity_gl_shim]
- id: pac-unpaired
pattern: 'ILL_ILLOPN\), fault addr 0x[0-9a-f]+ \(\*pc=0xd50323bf\)'
severity: fatal
diagnosis: The game crashed on a return-address check (autiasp) its code never signed. The Quest's CPU ignores these checks, the Steam Frame's enforces them; some OpenSSL assembly in game engines has such unpaired checks (e.g. Star Wars Pinball VR on its first network connection, thread HttpManager).
suggest: [frame.pac_hints]
- id: swapchain-rect-invalid
pattern: 'xrEndFrame failed -25\b'
severity: fatal
@@ -79,6 +104,12 @@ signatures:
diagnosis: Unity didn't start its Oculus VR device (older Unity checks for Meta's system apps first), so the game
runs as a hidden 2D app.
suggest: [frame.unity_oculus_check]
- id: unity-frame-not-begun
pattern: 'frame loop shim: frame \d+: the last waited frame wasn.t begun'
severity: info
diagnosis: Unity skipped beginning a frame (typically while it activates a scene); FramePort's frame wait didn't
wait for that frame instead of blocking the game. A few at each scene load are normal.
suggest: []
- id: sdl-no-clipboard
pattern: 'ClipboardManager\.addPrimaryClipChangedListener|SDLClipboardHandler\.<init>'
severity: fatal
@@ -214,6 +245,12 @@ signatures:
voice chat a few seconds after the logo).
suggest: [frame.ovr_microphone]
supersedes: [native-crash]
- id: slz-vulkan-hook-crash
pattern: 'SLZ Graphics plugin loading![\s\S]{0,20000}?E CRASH : .*pc 0000000000000000'
severity: fatal
diagnosis: Stress Level Zero's graphics plugin (libSLZQuestNative.so) hooks Unity's Vulkan start-up and calls an invalid function there on the Frame (e.g. BONELAB 1.2974); the game crashes or hangs before its first frame.
suggest: [frame.slz_vulkan_hooks]
supersedes: [java-crash, native-crash]
- id: native-crash
pattern: 'Fatal signal (\d+) \(SIG[A-Z]+\)'
severity: fatal
+5
View File
@@ -35,6 +35,11 @@
## Extending
- **New fix**: `patches/frame/<name>.py` with a `Patch` subclass (`detect`, `apply`, optional `validate`), plus a
signature in `catalog/triage.yaml` and a PLAYBOOK row. Stages: `overport` | `apk` | `install`.
- **Upstream fixed a bug we work around**: register an `UpstreamFix` (`patches/upstream.py`) in the workaround's
module: a probe that finds the fix in OVRPort's output (True / False / None = can't tell). Each build runs the probes
on the converted APK and leaves out the workarounds whose fix is there (log "not needed: …", `build.superseded`,
left out of settings.conf at install; game page and `frameport show` say so). The recipe keeps asking for the fix,
so builds made with an older runtime keep the workaround. `FRAMEPORT_KEEP_WORKAROUNDS=1` turns it off.
- **New heuristic**: put it in the patch's `detect()` (and `applies()` for visibility), with the evidence in the
reason text; check `scripts/eval_heuristics.py` still reproduces the catalog and add a test in
`tests/test_heuristics.py`.
+123 -1
View File
@@ -28,6 +28,23 @@
work on Android 11: `policy_control` is gone, `cmd statusbar send-disable-flag home recents` has no `back` and
moves the back button onto the app's controls, the `sysui_nav_bar` layout and disabling SystemUI had no effect.
## Where FramePort keeps games (internal storage, microSD)
- Every game has an **anchor** on internal storage: `~/Applications/quest-frame/<pkg>/` with `launch.sh`,
`deployment.json`, `artwork/` and `plays.log`. Steam's shortcut points at the anchor's `launch.sh`, so it never
changes when the files move.
- The game's files (`lepton-app/`, `lepton-data/` = saves, `lepton-shaders/`, `settings.conf`, `launch.log`; PC VR:
`game/`, `revive/`, `compatdata/` = Proton prefix; Linux: `app/`) live in `deployment.json["base"]`: the anchor
itself on internal storage, or `<mount>/FramePort/<pkg>` on another drive (GitHub #90, agent v63).
- SteamOS mounts removable drives (microSD) under `/run/media/<user>/<label or uuid>`; the agent's `drives` reads
`/proc/mounts` (plus the drives of Steam library folders) and refuses vfat/exfat/ntfs (Lepton's data and Proton
prefixes need Unix owners, permissions and symlinks) and read-only mounts. A drive that isn't mounted is an error for
new installs (never a silent fallback to internal storage); `list_installed` marks games on it `drive_missing` and
their launchers stop with "storage not mounted?".
- `move` copies with `cp -a` inside `podman unshare` (files Lepton's containers own belong to subordinate user ids),
compares file count + bytes, retargets absolute symlinks into the old folder (the LibOVRRT → Revive redirect), points
`launch.sh` at the new folder and only then deletes the old copy; on the same filesystem it renames instead.
Moving a game whose Lepton data holds absolute paths, or a PC VR prefix, is not yet verified on the device.
## OpenXR runtime (as seen by games through overport's loader)
- Instance extensions present include KHR_android_create_instance (must be enabled; the adapter adds it),
KHR_vulkan_enable(2), KHR_opengl_es_enable, KHR_composition_layer_depth, FB_display_refresh_rate, EXT_hand_tracking
@@ -69,6 +86,17 @@
SteamLinuxRuntime_4). None are installed by default.
- `steam -ifrunning steam://install/<appid>` only opens a confirmation dialog in the headset. The agent's unattended
mode writes an appmanifest stub (StateFlags 1026, installdir from appinfo) and restarts Steam, which then downloads it.
- **x86_64 Linux apps (agent v61; verified on the device 2026-10-07: an x86_64 glibc test program installed + launch test RUNNING, "machine=x86_64 glibc=2.41"):**
FEX is Steam app 3127680 (`fex`, installs as `common/FEX-Emu`, ~6 MB, 21 s via the appmanifest-stub path:
`install_proton` / `proton_status` with `kind: linux_x86`). Its toolmanifest commandline is
`/fex-compat-tool %verb% --`, **no** require_tool_appid: it does not use the Steam Linux Runtime. fex-compat-tool
(Python) runs `<FEX-Emu>/usr/bin/FEX` with RootFS `/usr/share/guestos/fex-mesa` (part of the SteamOS image: an
x86 Arch-style root with glibc 2.41, Mesa, graphics_provider.json for x86_64 + i386), emulates x86_64 and i386
(emulator.json), honours `STEAM_FEX_TSOENABLED`, `STEAM_FEX_MULTIBLOCK`, `STEAM_COMPAT_FEX_CONFIG`, sets
`tu_override_uncached_as_cache_coherent=true` and logs to `/tmp/fex-compat-tool-<pid>.log`. It **exits 1 ("No compat
data path?") without `STEAM_COMPAT_DATA_PATH`** (keeps Config.json/AppConfig/Server/Telemetry in `<it>/fex-emu/`):
the Linux launcher exports `<base>/compatdata`. Version seen: FEX-2607-76-g37265b1. ldd can't read x86 programs,
so the missing-library check is skipped for them; an x86_64 AppImage is extracted through the same chain.
- The command Steam runs is built from each tool's `toolmanifest.vdf` (`commandline`, `require_tool_appid`):
`<SLR4-arm64>/_v2-entry-point --verb=waitforexitandrun -- <Proton>/proton waitforexitandrun <exe>`.
- Proton sets up VR (vrclient/wineopenxr registry) only when `SteamGameId` is set (steam_helper `setup_vr_registry`).
@@ -109,6 +137,24 @@
- Processes started from Steam (Konsole, SSH sessions?) share steam.service's cgroup: use `systemd-run --user`.
- SSH: `sshd` must be enabled (`sudo systemctl enable --now sshd`), which needs a user password (`passwd`).
- mDNS: avahi-daemon runs by default; hostname `frame` → `frame.local`.
- Desktop Mode menu entries (GitHub #84, agent v63): Linux apps get `~/.local/share/applications/frameport-<slug>.desktop`
(+ an executable copy in `~/Desktop` when that folder exists; Plasma starts executable `.desktop` files there
without a trust prompt), `Exec=env FRAMEPORT_DESKTOP=1 "<anchor>/launch.sh"`, marked `X-FramePort-Package=<pkg>`.
Plasma's launcher exits right after starting the program, so with `FRAMEPORT_DESKTOP=1` the Linux launcher skips
its "Steam parent gone → end the app" watchdog and keeps the desktop's DISPLAY/WAYLAND_DISPLAY instead of taking
gamescope's from Steam. Not yet tried from the Frame's Desktop Mode.
- Linux apps' own icons (GitHub #99, agent v64): finalize_linux (and every refresh of the menu entries) copies the
app's icon to `<anchor>/artwork/app-icon.{png,svg}`: an AppImage's `squashfs-root/.DirIcon` (usually a symlink),
else the `Icon=` of its top-level `.desktop` file (a folder app: the first `.desktop` within 3 levels) looked up
next to it, in `(usr/)share/icons/hicolor/*/apps/` and `(usr/)share/pixmaps/`; the biggest PNG ≥128 px, else an
SVG, else the biggest PNG. Symlinks are resolved and must stay inside the app folder; absolute and `../` names
are ignored. Precedence for the menu entry's `Icon=` and the Steam shortcut's icon: the user's chosen/store icon
(`artwork/.icon-source` = `custom`, written by the PC with every art upload) > the app's own (Steam: PNG only) >
FramePort's placeholder (`artwork/icon.*`). `StartupWMClass=` is copied from the app's `.desktop` file (Plasma's
task bar matches the window to the entry). A PNG ≤1 MiB goes back to the PC (finalize result `app_icon.png`,
base64) and becomes the library's icon when the game has none and nothing was picked (`.app-icon` marker = its
sha256, no `.picked`); folder apps get it on the PC at add time (`analysis/linux.find_icon`). Not yet seen in
Desktop Mode on the device.
## Video of the headset view (surveyed 2026-10-05; used by the Live view tab)
- `steamvr-v4l2cam.service` (user unit, part of gamescope-session.target, `Restart=always`) runs SteamVR's
@@ -131,7 +177,60 @@
`h264_v4l2m2m` hangs, gst `v4l2h264enc` not-negotiated). ffmpeg + libx264 works: FramePort's live view
(`install/livestream.py`: `fps=30` before the scale, ultrafast/zerolatency, 3 threads, nice 10, fragmented MP4 on
stdout, + AAC 128k) measured 0.34 core at 720p / 0.56 at 1080p with a quiet picture (video only); expect ~1-1.4
cores with a busy scene.
cores with a busy scene. That is now only the fallback.
- Hardware encoding (2026-10-07): the iris encoder works when driven directly through the V4L2 stateful encoder
interface. That is FramePort's `fp_venc` (`native/venc`, spec + every measured value in `native/venc/SPEC.md`).
Facts:
- Device: `/dev/video23` (`/dev/video-enc0` links to it), driver `iris_driver`, M2M multiplanar.
- Formats: input NV12/NV21/AB24(RGBA)/QC24/Q08C; output H264/HEVC; sizes 128..8192.
- NV12 layout (S_FMT answers):
- stride is a multiple of 128;
- the returned height is padded to a multiple of 32;
- CbCr starts at stride × padded height;
- sizeimage is rounded up to 4 KiB;
- the default crop is the requested size.
- Controls: CBR, FORCE_KEY_FRAME, PREPEND_SPSPPS_TO_IDR, HEADER_MODE joined, FRAME_SKIP_MODE, H.264 profiles
Baseline..Constrained High, levels up to 6.0.
- The `steamos` user can open it (group video).
- The panel's current refresh rate can be read without privileges through DRM: `/dev/dri/card0` is mode 0666, and
GETCRTC reports e.g. `2*2160x2160_96` (clock 1402720 kHz / 4448 × 3285 = 96 Hz) even while the headset sleeps.
The panel offers 72/80/90/96/108/120/144 Hz.
- `/dev/video99` (v4l2loopback) has `max_buffers=2`: a reader asking for more gets 2.
- Mid-stream keyframe requests (FORCE_KEY_FRAME) take effect on the next frame, and the GOP restarts from there.
- Measured 2026-10-07 with the headset asleep (still picture):
- `fp_venc` alone at 32/36 fps: 1% of a core at 1080p, 2.5% at 720p.
- Live view end to end: `fp_venc` 2.6% + ffmpeg 8.4% (AAC encoding + muxing).
- Conversion cost per new picture (self-test, NEON, 2026-10-07):
- 1080p (no scaling): 0.6–1.0 ms.
- 720p (exact 3:2 fast path): 1.3–1.65 ms, down from 5.6 ms with the generic box loop (~11 ms at idle clocks).
- 360p (3:1 fast path): 0.7 ms.
- 480p: 2.8 ms; its 852-px width doesn't repeat cleanly, so it uses the generic path.
- At 36 fps with live content that is roughly 2–6% of a core.
- ffmpeg with raw H.264 on a pipe:
- `-framerate` is ignored.
- `-fflags nobuffer` loses the first seconds of tiny frames.
- Numbering frames from 0 (`setts`) with no input timestamps holds all output ~7 s next to pulse's audio.
- Arrival stamps alone (`-use_wallclock_as_timestamps 1`) bunch frames that are read together: gaps of 0–10 ms
and 45+ ms, seen in the headset test as dropped frames.
- What works: `-probesize 32 -analyzeduration 0 -use_wallclock_as_timestamps 1` on the input (ffmpeg reads it in
step with the audio), then `-bsf:v setts=ts=N*(1/fps)/TB` on the output (exactly even frames; audio still
0–N s alongside), plus `frag_keyframe` so that a requested keyframe starts a fragment.
- With sound, ffmpeg paces its inputs against each other and pulse's audio arrives later than the wall clock
(more while something plays). The video input then counts as ahead, and ffmpeg stops reading it for up to
0.7 s, so the writer blocks. That was the cause of 1080p dropping frames: busy 1080p replayed with sound took
34–47 s for 20 s of video. Video alone was fine; `nice`, `-raw_packet_size` and the input queue size didn't
matter. Shifting the video input back fixes it, but too far makes ffmpeg hold the video for interleaving and
release it in clumps: -1 s gave output gaps of up to 550 ms, a longer and stuttering delay in the browser.
-0.25 s is the measured sweet spot (no stalled writes at busy 1080p with sound, steady 50–150 ms output; -0.5 s
already clumps). Output audio/video spans stay equal because setts sets the output times.
- Browser delay (headless Chromium, 720p, 2026-10-07): muted about 0.2–0.35 s behind the newest data; with
sound about 1 s. Chrome keeps about 0.6 s of audio ahead and stalls below that, whatever the player does:
1.1× catch-up gave 8 stalls per 30 s, no speed-up 1–2, same average lag; 50 ms fragments didn't help. So the
player doesn't speed up while sound is on.
- Quality (owner's headset test, 2026-10-07): 3 Mbit/s CBR at 720p36 showed heavy compression artifacts. The
hardware path now uses VBR with a 1.5× peak (the encoder accepts BITRATE_MODE VBR + BITRATE_PEAK) and higher
targets: 360p 1.5, 480p 2.5, 720p 5, 1080p 8, Full 10 Mbit/s. The x264 fallback keeps its rates.
- The default sink is SUSPENDED while nothing plays; its monitor still delivers (silent) audio.
## Text input
@@ -143,3 +242,26 @@
one everywhere (FramePort's "Type on Frame", agent `_keyboard`).
- Unity text fields close without a system keyboard; see `frame.unity_text_input` in PLAYBOOK.md.
## Monitoring sources (probed 2026-10-07, SteamOS 0.4.3, kernel 6.18; used by the Monitor tab, agent `_monitor`)
All readable by the steamos user without root; the agent reads them directly (no programs started per sample).
| Metric | Source | Notes |
|---|---|---|
| CPU | `/proc/stat` deltas; `cpufreq/policy{0,2,5,7}` | 8 cores in 4 clusters: 0-1 / 2-4 / 5-6 / 7 (max 2.27 / 3.15 / 2.96 / 3.05 GHz) |
| GPU busy | Sum of `drm-engine-gpu` (ns) deltas in `/proc/<pid>/fdinfo/<fd>` over every render-node fd (msm DRM) | Gives GPU % per process too. A process can hold several render fds: add them all. Lepton games see the node as `/dev/kgsl-3d0` (bind mount of `/dev/dri/renderD128`). `drm-total-memory` reads 0 |
| GPU clock | `/sys/class/devfreq/3d00000.gpu/{cur,max}_freq` | 231–903 MHz in 12 steps |
| Memory / pressure | `/proc/meminfo`; `/proc/pressure/{cpu,memory,io}` (`some avg10`) | 16 GB RAM, 8 GB swap |
| Temperatures | `/sys/class/thermal/thermal_zone*/{type,temp}` | 48 zones: `cpu*`/`cpuss*`, `gpuss-*`, `ddr`, `nsph*` (NPU), `pm8550*`/`pm8010*` (power ICs), `modem*`, `camera*`, `video`, `max1720x_bat*` |
| Fan | hwmon `slg4ax46073v` `fan1_input` | ~8200 rpm idle |
| Power | hwmon `max34417_*` `power{1-4}_{label,input}` (µW) | `vph` = whole system (~3.6 W idle), `gfx` = GPU, `apc0/1/2` = CPU clusters, `nsp1/2` = NPU; each read is an I2C transfer (~0.7 ms wall), so only these are read |
| Battery | `power_supply/max1720x_bat_7-36` | `current_now` (µA, negative = draining) × `voltage_now` (µV) = watts; `time_to_empty_now`/`time_to_full_now` (s), `cycle_count`, `health`, `temp` (0.1 °C) |
| Game fps | `<base>/launch.log` lines `FrameBridge: pacing: N fps …` (every ~5 s) | Quest games only; SteamVR writes PC VR frame stats only as an end-of-session summary in `vrcompositor.txt` |
| Game container | conmon `-n lepton-steamlaunch-<appid>`; its child's `/proc/<pid>/cgroup` → `cpu.stat`, `memory.current` | The container's ~90 Android processes show as uid 1000 on the host and can be signalled (4XVR, 2026-10-07); Android names them after the package's last 15 characters (`lus4xvrplayerov`), the full name is in `cmdline` |
Cost: a naive sample (fds of ~520 processes scanned) took 43 ms CPU. With kernel threads skipped after their first
sighting, command lines checked once per process, render fds cached (rescanned every 60 s, every 4 s for busy young
game processes without one), temperatures every 2 s, the CPU-cluster power rails every 5 s and the battery gauge every
2-10 s, the stream measured ~10-13 ms CPU per 1 s tick on the device (idle clocks; idle or with 4XVR running) = about
1 % of one core, ~0.15 % of the whole CPU. The I2C sensors (power monitors, battery gauge) are the slowest reads.
+12 -2
View File
@@ -8,6 +8,7 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|---|---|---|---|
| 4XVR Video Player | Quest | ✅ Works | |
| Accounting+ | Quest | ✅ Works | |
| AgeOfJoy | Quest | ✅ Works | |
| AllInOneSports | Quest | ✅ Works | |
| Asgard's Wrath 2 | Quest | ✅ Works | |
| BAM | Quest | ✅ Works | |
@@ -20,6 +21,7 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Beat Saber (co-existence build) | Quest | ✅ Works | |
| Blade & Sorcery: Nomad | Quest | ✅ Works | |
| BodyCombat | Quest | ✅ Works | |
| BONELAB | Quest | ✅ Works | |
| Carve Snowboarding | Quest | ✅ Works | |
| Cook-Out | Quest | ✅ Works | |
| Creed | Quest | ✅ Works | |
@@ -27,6 +29,7 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Dinosaur Island | Quest | ✅ Works | |
| Espire 2 | Quest | ✅ Works | |
| Genotype | Quest | ✅ Works | |
| GORN2 | Quest | ✅ Works | |
| H.U.N.T | Quest | ✅ Works | |
| I Am Cat | Quest | ✅ Works | |
| I Am Monkey | Quest | ✅ Works | |
@@ -48,13 +51,19 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| NOPE CHALLENGE | Quest | ✅ Works | |
| palazzo_santacruz | Quest | ✅ Works | |
| Path of the Warrior | Quest | ✅ Works | |
| Pistol Whip | Quest | ✅ Works | |
| PowerWash Simulator VR | Quest | ✅ Works | |
| QuestCraft | Quest | ✅ Works | |
| Retronika | Quest | ✅ Works | |
| Richie's Plank Experience | Quest | ✅ Works | |
| Rick and Morty: Virtual Rick-ality | PC VR | ✅ Works | |
| Riven | Quest | ✅ Works | |
| Robo Recall | Quest | ✅ Works | |
| RUINSMAGUS | Quest | ✅ Works | |
| Sniper Elite VR | Quest | ✅ Works | |
| Sniper Elite VR: Winter Warrior | Quest | ✅ Works | |
| Space Pirate Trainer Quest | Quest | ✅ Works | |
| Star Wars Pinball VR | Quest | ✅ Works | |
| Stremio | Quest | ✅ Works | |
| SUPERHOT VR | PC VR | ✅ Works | |
| SUPERHOT VR | Quest | ✅ Works | |
@@ -62,15 +71,17 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| The Boys VR | Quest | ✅ Works | |
| The Climb 2 | Quest | ✅ Works | |
| The Room VR | Quest | ✅ Works | |
| Time Crisis VR (Experimental) | Quest | ✅ Works | |
| Toy Master | Quest | ✅ Works | |
| Under Cover | Quest | ✅ Works | |
| VR HOT Quest | Quest | ✅ Works | |
| VR4 | Quest | ✅ Works | |
| Wallace & Gromit in The Grand Getaway | Quest | ✅ Works | |
| Waltz of the Wizard: Extended Edition | Quest | ✅ Works | |
| Wander | Quest | ✅ Works | |
| Arcsmith | Quest | ⚠️ Works with issues | Right eye distorts during movement (unresolved; swap, tracking, Valve layers, depth and pacing ruled out). |
| Assassin's Creed Nexus | Quest | ⚠️ Works with issues | Some launch warning text is still upside down; the rest of the UI is fixed by flip emulation. |
| BONELAB | Quest | ⚠️ Works with issues | Build 1.2068 plays (head tracking and controls work with frame.unity_user_presence); the newer build 1.2974 crashes at start (Vulkan), no fix yet. |
| Doom3Quest | Quest | ⚠️ Works with issues | PDA shows black screen. |
| Myst | Quest | ⚠️ Works with issues | Minor graphical glitches on some objects. |
| Phantom: Covert Ops | Quest | ⚠️ Works with issues | DLC/store button crashes (no Meta store). |
| Pinball FX VR | Quest | ⚠️ Works with issues | Plays; mixed reality mode not working yet. |
@@ -84,5 +95,4 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Journey of the Gods | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
| Roblox | Quest | ❌ Doesn't run | Crashes on its first VR frame on the Frame. |
| Shadow Point | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
| Sniper Elite VR | Quest | ❌ Doesn't run | GPU hang (zink: DEVICE LOST) even with MSAA off. |
| Sports Scramble (Santa Cruz) | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
+65 -6
View File
@@ -85,13 +85,50 @@ which would end Desktop Mode). This is new: please report anything odd with **Re
- If the Frame goes to sleep, turns off or leaves the Wi-Fi, the queue **waits** and continues once it's back; uploads
pick up where they stopped. While installs run, FramePort keeps the Frame from going to sleep. Before a large batch
it checks the Frame has enough free space.
- **microSD card / other drives:** the **Steam Frame** page's **Storage** section lists the Frame's drives and sets
where new games go (**Install new games to**). Games go into a `FramePort` folder on the card. To move a game that's
installed already, right-click it → **Move to…** (the game must be closed; saves, settings and the Steam entry stay).
A game on the card only starts while the card is inserted (FramePort then says "SD Card not inserted"). Cards
formatted as FAT, exFAT or NTFS can't hold games: format the card in SteamOS first.
- Your own game files are never changed. The converted copy is temporary: it's removed once the game is on the Frame
(Settings → Installing: keep them, or remove all now).
- **Game settings…** (game menu or the Steam Frame page): sharpness, refresh rate, controllers, menus, 360° video and
mixed-reality options in plain words, only those that matter for the game. Changes are kept with the game and,
when it's installed, used the next time it starts.
- Ordinary Android apps (no VR) are installed unchanged and shown as a flat window in the headset. Android's
back/home/recents buttons are hidden by default (patch **Hide Android's navigation bar**).
back/home/recents buttons are hidden by default (patch **Hide Android's navigation bar**). If FramePort guesses
wrong (a phone app shows nothing in the headset, or a VR app opens as a flat window), choose **VR** or **Flat
window** under **Show as VR or as a flat window** in the game's **Customize** section, then **Update on Frame**.
- **Add games → Add a Windows program (.exe)…** adds a single Windows program; the Frame runs it through Proton (as a
window unless it is a VR game). A program sitting in Downloads, the home folder or a drive root is copied on its
own first, so the install doesn't upload everything next to it.
- In the packaged app you can also **drag files onto the Library**: APKs, Linux apps (AppImage, `.zip`/`.tar.gz`),
Windows programs (`.exe`), folders, or a FrameDrop manifest (`.json`).
### Install links ("Install with FrameDrop" buttons)
Some developers put an **Install with FrameDrop** button on their site (the one-click protocol of the FrameDrop
sideloader, documented at framedropvr.com/docs). FramePort understands the same links:
- **Clicking a button** opens FramePort (or the window that's already open) on Windows and Linux. FramePort shows
the title, the files, their size and whether a checksum is given, and asks before it downloads anything. Then it
downloads the build, adds it to your library and starts the usual install on the Frame. If no Frame is connected,
the game is added now and installs once the Frame is back.
- **Add games → Install from a link…** takes the button's address (right-click → Copy link), a `framedrop://` or
`frameport://` link, a manifest (`.json`) or a direct link to an APK, a Linux build or a Windows program. Use it on
macOS, where web pages can't hand links to FramePort yet.
- **Settings → Install links** has one switch for `framedrop://` links (the buttons) and one for FramePort's own
`frameport://` links. Both are on by default. If FrameDrop is installed too and already opens `framedrop://`
links, FramePort leaves them to it; **Use FramePort for these links** takes them over (turn the switch off to give
them back).
- **For developers:** a FrameDrop manifest works as it is
(`{"schema": "framedrop.install/v1", "name": "…", "files": [{"url": "https://…", "sha256": "…"}]}`). FramePort
also reads an optional `"frameport": {"description": "…", "icon": "https://….png"}` object (FrameDrop ignores
it): the install question then shows the icon and description, and they become the game's icon and "About this
game" text when no store has them. Without a manifest (a bare file link) FramePort guesses the title from the
file name and replaces it with the app's own name once it's downloaded.
- Only `https://` links to public servers are used (plain `http://` only on this PC, for testing); links with a
user name or password, or pointing into your local network, are refused. Only install from sites you trust.
![Game page](images/game.png)
@@ -113,6 +150,19 @@ reality), showing only what matters for that game. Changes are kept with the gam
**Make Unity text fields work** for them. The first time, it downloads Cpp2IL (a tool that finds the right spot in the
game's code, ~17 MB). Games added before this version: open the game's menu → **Analyze again**, then reinstall.
## Watching the Frame (Monitor)
- **Monitor** (its own tab in the sidebar) shows live what the Frame is doing while the tab is open: the running game
with its frame rate (Quest games), CPU, graphics chip, memory, the hottest temperature with the fan speed, power
draw and battery time left, each with a 2-minute chart. **Show details** adds every CPU core, all temperature
sensors, where the power goes and the network.
- **Processes**: **Game** (default) lists the running game's processes, **Steam & SteamVR** and **All** show more.
Right-click a process (or use **⋯**) to end it, force-kill it or end its whole game; **End game** on the game card
closes the game the way Steam's Exit game does. A lock marks programs whose end would close Steam, SteamVR or the
desktop: FramePort asks again before ending those.
- The numbers come every second (or every 2/5 s) and cost the Frame about 1 % of one CPU core; nothing keeps
running on the Frame after you leave the tab.
## Updating
**Game configs** (the tested recipes in the catalog) update by themselves: FramePort checks GitHub every 6 hours for
@@ -156,18 +206,25 @@ starts it if asked). FramePort installs it on the Frame and Proton runs it as a
it shows up in the Frame's Steam library tagged "Windows game on Frame". Whether a game runs depends on Proton on ARM
(x86 games run through emulation).
## Linux apps (arm64)
## Linux apps
The Frame runs SteamOS on an arm64 CPU, so native Linux apps built for **aarch64/arm64** run on it directly (no
Android container, no Proton). **Add games → Add a Linux app (arm64)…** takes an AppImage or a `.zip`/`.tar.gz`/
Android container, no Proton). **Add games → Add a Linux app…** takes an AppImage or a `.zip`/`.tar.gz`/
`.tar.xz` archive; **Add a Linux app folder…** takes an unpacked app. FramePort finds the program that starts it (the
game page's **Change…** picks another one) and whether it's a VR (OpenXR) app. **Install on Frame** uploads it
unchanged and adds it to the Frame's Steam library, tagged "Linux app on Frame"; Play, launch tests and Uninstall
work like for other games.
- x86_64 builds can't run on the Frame: FramePort says so when you add one. Look for an aarch64/arm64 download.
- The app must bring the libraries SteamOS doesn't have. If some are missing, the install reports them and the game
- **x86_64 builds** run through **FEX**, Valve's x86 translator, with the x86 system libraries SteamOS ships for it
(the way Steam on the Frame runs x86 Linux games). The first install of one installs FEX on the Frame (Steam
restarts once and downloads it, a few MB). They run slower than arm64 builds: when an app offers both, FramePort picks the arm64 one. The game
page shows which CPU a build is for.
- The app must bring the libraries SteamOS doesn't have (checked for arm64 builds; x86_64 builds use FEX's x86
system, which has glibc and Mesa, and aren't checked ahead). If some are missing, the install reports them and the game
page lists them: look for a build that includes them.
- **Desktop Mode:** Linux apps also appear in Desktop Mode's application menu and as an icon on its desktop. Some
apps work better there, with a mouse and keyboard, than in Gaming Mode (where Steam Input turns the controllers into
a gamepad). Switch it off per app on the game page (**Desktop Mode**).
- From the command line: `frameport add-linux <AppImage, folder or archive> [--exe <program>]`.
## Files on the Frame (videos, documents, mods, saves)
@@ -207,12 +264,14 @@ and `frameport <command> --help` describe every option. The main ones:
| Command | What it does |
|---|---|
| `scan <folder>` / `list` / `show <game>` | add games, list the library, show a game's analysis and patches |
| `add-linux <path>` | add an arm64 Linux app (AppImage, folder or archive) |
| `add-linux <path>` | add a Linux app, arm64 or x86_64 (AppImage, folder or archive) |
| `recipe <game> --enable/--disable <patch>` | change a game's patches (`patches` lists them all) |
| `build <game>` / `install <game>` / `test <game>` | build, install on the Frame (`--to pc` for PC VR on this PC), launch test |
| `frame discover` / `frame connect` / `frame info` | find, pair with and describe the Frame |
| `frame send` / `frame storage` / `frame cleanup` | copy files to the Frame, show where they go, free space |
| `frame drives` / `frame move <game> --to <drive>` / `install --dest <drive>` | the Frame's drives (microSD), move a game, install to a drive |
| `tools status` / `tools install` | the tools FramePort downloads |
| `open-link "<link>"` | install from an "Install with FrameDrop" button's address or a manifest/APK/zip link (`--yes`, `--no-install`) |
| `diag report <game>` / `share-recipe <game>` | report a problem / share a working recipe |
| `update` | update FramePort |
+40 -2
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@@ -13,6 +13,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
## Startup failures (visible in launch.log)
| Symptom | Cause | Fix |
|---|---|---|
| A launch test suggests a fix (e.g. triage `sdl-no-clipboard` → `frame.sdl_clipboard`) but the game page doesn't show it / lists it as not applicable; or a game added long ago lacks warnings newer ones get (Android version, web wrapper, missing OBB) (GitHub #104, Dramatic Shape) | the library entry was analysed by an older FramePort: the analysis field the patch reads (`sdl_java`, `min_sdk`, `web_wrapper`, `expects_obb`, …) is missing, so `applies()` is false | entries whose `analysis.extra.analysis_version` is below `detect.ANALYSIS_VERSION` are analysed again at the GUI's start (background) and before a build (`pipeline.refresh_analyses`); by hand: game menu → "Analyze again", then Update on Frame. An unreadable APK is marked `analysis_failed` (retried after the next version bump). Adding an analysis field: bump `ANALYSIS_VERSION` |
| One eye (usually the right) shimmers or jitters in the 3D view while menus and panels look steady; pacing is clean (GitHub #69, e.g. RTCWQuest, Moss) | Valve's eye-tracked foveation layer (`VALVE_fdm_injection`) moves its low-density regions with each eye's gaze, and the right eye's gaze filter restarts often (`CEyePoseUKF R: Large dt … Bootstrapped` in `~/.local/share/Steam/logs/eyetracking.txt`) | Customize → "Eye-tracked foveation (Valve)" (`device.foveation`): **Fixed** (`FDM_DEBUG=disable_offsets`, keeps the GPU saving) or **Off** (`VK_INSTANCE_LAYERS=""`); catalog field `foveation:` |
| A Unity OpenXR game closes right after the OpenXR instance is created: `F VrApiLoader: vrapi_SetPropertyInt was called before vrapi_Initialize()!`, SIGABRT on UnityMain (GitHub #62, Jurassic World Aftermath) | the APK still ships Meta's VrApi loader; OVRPlugin (1.89, on OpenXR) calls it without starting VrApi and Meta's loader aborts. The VrApi bridge can't replace it (39 of the loader's 114 functions: OVRPlugin wouldn't link) | `frame.vrapi_stub` (same exports, each returns 0); triage `vrapi-before-init` |
| A VrApi game exits at once: `UnsatisfiedLinkError … dlopen failed: cannot locate symbol "vrapi_PollEvent"` (GitHub #57, BlazeRush) | the engine imports a VrApi function the VrApi bridge didn't implement | the bridge has `vrapi_PollEvent`, `RecenterPose`, `SetDisplayRefreshRate`, `GetSystemPropertyFloatArray` (rebuild the game); the static check "VrApi functions resolvable" names any other missing one; triage `vrapi-symbol-missing` |
@@ -21,7 +22,11 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| `cannot locate symbol "ovrPeerConnectionState_ToString"` (or another `ovr<Enum>_ToString`) at start (BlazeRush, GitHub #57) | OVRPort's platform loader lacks several Platform SDK enum helpers | `frame.ovrstubs` now stubs them too; `*_ToString` stubs return "" (not NULL) |
| Exits right after the OpenXR instance is created: `Failed to create XR session: -50` (`XR_ERROR_GRAPHICS_REQUIREMENTS_CALL_MISSING`, Lambda1VR) | the game skips `xrGet*GraphicsRequirementsKHR`; Meta's runtime tolerates it, SteamVR's doesn't. Lambda1VR's TBXR doesn't even enable `XR_KHR_opengl_es_enable` (only `XR_EXT_local_floor`) | FrameBridge adds `XR_KHR_opengl_es_enable` when an app enables no graphics API extension, asks for the requirements on the game's behalf and retries xrCreateSession once (logs `added XR_KHR_opengl_es_enable …`, `the app skipped …; asked for it`; every launch logs the final extension list `xrCreateInstance with N extension(s)`); triage `graphics-requirements-missing`. Verified headless: Lambda1VR runs at 72 fps |
| Exits at start: `OVRAvatar-Loader: DisplayErrorAndExit: Failed to launch SystemActivities` after `ovrAvatar_Initialize: Failed to load AvatarSDK driver` (BlazeRush, GitHub #57) | Meta's avatar loader needs Horizon; it then tries Meta's error screen and aborts | `frame.avatar_stub` (same exports, do nothing); triage `avatar-driver-missing`. Games that ship the library but don't start avatars at launch (Lucky's Tale, BattleSisters, Arcsmith) don't need it |
| Frame freezes or the game is killed (OOM) on the first controller vibration (e.g. Lucky's Tale's save slots, BattleSisters, Sniper Elite VR's tutorial grab: memory grows ~1 GB/s until the kill) | OVRPort runtimes up to 3.4.3-23204ea read the haptic envelope's duration (ns) as seconds and allocate gigabytes of samples (GitHub #9, ovrport/app#73); also reached from Unity's legacy `ovrp_SetControllerHaptics`; perf page faults all in `libopenxr_loader.so` `xrApplyHapticFeedback` | `adapter.haptic_fix` (envelope → one plain vibration in `native/xrshim`; PCM vibrations (`XrHapticPcmVibrationFB`) are converted the same way). Fixed in runtime 3.4.3-aa54c3f: builds made with it leave the workaround out by themselves (log "not needed: adapter.haptic_fix", `frameport show` "last build left out"); rebuild an older build to switch |
| Controller vibrations much stronger than on a Quest (The Boys VR, Jurassic World, BONELAB, …) | OVRPlugin games send amplitude envelopes; `haptic_fix` turned each into one vibration at the envelope's *peak* for its whole duration (a short fading pulse became a long full-strength buzz) | `haptic_fix` now uses the envelope's RMS; Game settings → "Vibration strength" (`haptic_scale`, 0-1) scales every vibration in FrameBridge; launch.log shows the first requests (`haptic: …`). OVRPlugin stops a vibration with amplitude 0 (2 s duration): FrameBridge turns that into xrStopHapticFeedback (without it the last buzz ran its full 2 s) |
| Play or a launch test fails at once: `Game files missing at <path> (storage not mounted?)` in launch.log, or "… files are on a drive that isn't inserted" (GitHub #90) | the game was installed or moved to a microSD card (`<mount>/FramePort/<pkg>`) that isn't inserted or mounted now | insert the card; or move the game back (game menu → Move to…, `frameport frame move <pkg> --to internal`) once the card is back. `frameport frame drives` shows what the agent sees (exFAT/NTFS cards are refused: format in SteamOS) |
| A Linux app started from Desktop Mode's menu closes after ~2 s, or opens on the wrong display (GitHub #84) | its launcher predates agent v63: the "Steam parent gone" watchdog ended it when Plasma's launcher exited, and it took gamescope's DISPLAY from Steam | connect FramePort once (agent v63's `upgrade_launchers` adds the `FRAMEPORT_DESKTOP` checks; the menu entry runs `env FRAMEPORT_DESKTOP=1 <anchor>/launch.sh`). Game Mode controller problems in such apps are Steam Input's (a separate issue) |
| A Linux app (AppImage) shows no/FramePort's placeholder icon in Desktop Mode or Steam (GitHub #99) | before agent v64 only FramePort's art set's icon was used, and a lone AppImage has no store art | connect FramePort once (agent v64 copies the app's `.DirIcon` / `.desktop` `Icon=` to `<anchor>/artwork/app-icon.*` and refreshes the menu entry); reinstall to also get it into the library + Steam shortcut. Still the placeholder: check `<base>/app/squashfs-root/.DirIcon` and the `.desktop` file's `Icon=` (an icon outside the app folder or only an XPM isn't used); a chosen icon (`artwork/.icon-source` = `custom`) always wins |
| Every game suddenly fails to start: `crun: create keyring …: Disk quota exceeded`, `is not a running context` | rootless podman leaked a kernel keyring per launch; 200-key quota exhausted | `keyring = false` in `~/.config/containers/containers.conf` (FramePort agent does it), then reboot the Frame once |
| A Unity app's text field shows a caret for a moment and loses focus; no keyboard appears (e.g. Stremio VR login) | Unity's TMP_InputField/InputField wait for Android's on-screen keyboard and close themselves without one (Lepton has none); headless VR apps also have no focused Android window, so no key press reaches them | `frame.unity_text_input` (Cpp2IL finds `TouchScreenKeyboardShouldBeUsed`/`isKeyboardUsingEvents`, rewritten to false/true) + `device.text_input_window` (lepton-show-flatscreen: Steam's keyboard and Type on Frame work) |
| Play gives Steam's "Game configuration unavailable"; Steam's console_log: `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` | this Frame's Steam never loaded FramePort's shortcuts.vdf entry (it treats the id as a store app); cause unknown (GitHub #21/#30) | automatic since agent v43: Play registers the game through Steam's devkit interface ("Devkit Game: …", `devkit_register`) and starts that; uninstall removes it. 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) |
@@ -29,6 +34,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| Black screen at start while audio/ExoPlayer runs; log `xrEndFrame: dropped N unusable layer(s)`, a quad layer with swapchain 0x0 (e.g. I Am Monkey's intro video) | The game plays video into an Android-surface swapchain (XR_KHR_android_surface_swapchain); the Frame's runtime lists the extension but returns FUNCTION_UNSUPPORTED | adapter `surface_emul` (default on): FrameBridge gives the player a SurfaceTexture-backed Surface and copies each frame into an ordinary swapchain (log `surface_emul: …`) |
| The game quits right after start: `Something failed to initialize. Quitting!` / `We don't have write permission to …/files/cloud/data` (e.g. SUPERHOT) | The game created a save folder with mode 1700; inside Lepton the app writes through the folder's group | launch.sh `fix_perms` adds owner + group write to every folder in the game's storage (agent 41); reinstall to get the new launcher |
| The whole Frame slows to a halt, then the game is killed (`Out of memory: Killed process … anon-rss:10+ GB`), e.g. Lucky's Tale | The game's own memory grows ~1 GB/s on Unity's `Loading.PreloadManager` thread (perf page-fault profile); not the flat window, not the text-input patches | none yet: mark unsupported; profile with `perf record -p <pid> -e page-faults --call-graph fp` (works as steamos, `perf_event_paranoid` 2) |
| A Linux app exits at once: `cannot execute binary file: Exec format error` in launch.log | an x86_64 program started directly (installed before FramePort ran x86 builds through FEX, or by hand) | reinstall it: x86_64 Linux apps install FEX on the Frame and start through it (agent v61, `kind: linux_x86`; FEX also needs `STEAM_COMPAT_DATA_PATH`: "No compat data path?" in launch.log = an agent v60 launcher, reinstall); triage `linux-x86-no-fex`. Prefer an arm64 build when the app offers one |
| `APP_ACTIVITY is empty`, nothing starts | Manifest has category INFO only; Lepton needs LAUNCHER | `frame.launcher` (automatic) |
| PC VR game on the Frame shows as a flat window / Revive: `Unable to load LibOVRRT DLL` / `LoaderInstance::CreateInstance chained CreateInstance call failed` | Frame SteamVR runtime rejects OpenXR apiVersion 1.1 (`XR_ERROR_API_VERSION_UNSUPPORTED`), which Proton 11's VR helper requests | `pcvr.xr_timefix` (Frame OpenXR layer, default on): retries xrCreateInstance as 1.0 |
| Unreal PC VR game on the Frame runs as a flat window although OpenXR works (no `LogHMD` OVRPlugin lines; Unreal logs nothing when it skips the Oculus plugin) / launch.log: `FramePort oculushmd: could not create the OculusHMDConnected event` | UE's OculusHMD (and LibOVR's `ovr_Detect`) only start when the Windows event `OculusHMDConnected` exists and is signalled; on a PC the Oculus service creates it. Revive hooks `OpenEventW` for it, but that relies on Detours patching Wine's (ARM64EC) kernelbase | `pcvr.oculus_unreal` (default for Unreal Rift games; PC VR counterpart of overport's `patch_oculus_unreal`): launch.sh runs the injector through `fp_oculushmd.exe`, which provides the real event until the game exits |
@@ -41,14 +47,19 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| Uploads to the Frame are slow (~15 MB/s) | PC and Frame both on Wi-Fi through the home router | Connect the PC to the Frame's own hotspot (or a USB cable): FramePort uses the direct link automatically (~80-100 MB/s); job log line "Transfer link" |
| PC VR game exits right away: `Unhandled Exception: 0xc06d007e` (after `FOnlineSubsystemOculus::InitWithWindowsPlatform`) | Delay-loaded `LibOVRPlatform64_1.dll` (Oculus Platform SDK, installed with the Oculus app) is missing | None on the Frame (entitlement check; FramePort doesn't replace it). PC mode with the Oculus app |
| Unreal PC VR game opens the crash reporter instead of closing | UE starts CrashReportClient.exe on a crash | `pcvr.no_crash_reporter` (default for Unreal Rift games): `-nocrashreports` + CrashReportClient.exe renamed `.disabled` in the Frame copy |
| A backup's game was added without its data (library `data_dir` null, `data_bytes` 0) although the folder has .obb files | The OBBs sit in a layout the scan didn't know: `<game>/obb/<package>/`, `Android/obb/<package>/`, or SideQuest-style `<game>/apk/x.apk` + `<game>/obb/<package>/` | `sources/quest_dump.find_data_dir` finds a `<package>` folder with .obb files ≤3 levels below the APK's folder or ≤2 below its parent (skipping neighbouring folders with APKs: other games); an `apk`/`apks` folder counts as part of its game folder. Add the folder again (Analyze again doesn't look for data) |
| Game hangs at start / never loads although its .obb files are right there: next to the APK, in an `obb` folder beside an `apk` folder inside a `<package>` folder, or a SideQuest backup (`<timestamp>_<versionCode>.apk`) (GitHub #85, #91) | No folder named after the package, so the folder-layout checks found nothing and no OBB was uploaded | `quest_dump.find_data` then looks for the files by name, `(main\|patch).<versionCode>.<package>.obb` (any case), in the APK's folder, its parent and up to 3 levels below each (folders with their own APKs are other games); prefers the folder and files of the APK's own versionCode, else the newest older, else any version. When that folder also holds other things (the APK itself, other games' OBBs), the library entry gets `data_files` and only those files are uploaded, counted and deleted with the game. Add the folder again |
| Unreal game: `JNI_OnLoad` (OVRPlugin), then silence: no OpenXR instance, no crash, no frames (GitHub #85 TRIANGLE STRATEGY; launch-test finding `missing-obb`) | Installed without its OBB: the manifest says `com.epicgames.ue4.GameActivity.bHasOBBFiles` = true (UE5: `com.epicgames.unreal.…`) but the library has no data folder (`data_dir` null, `data_bytes` 0) | Put the .obb files in a `<package>` (or `obb/`) folder next to the APK, add the folder again, reinstall. Analysis `extra.expects_obb`; the game page, the install question and `frameport scan`/`install` warn; launch tests that sent no frames get the `missing-obb` finding from the library (the game logs nothing). Unity split-binary builds count too (`extra.unity_split`, `analysis/unity_split.py`): an XR-plugin build (Oculus XR Plugin / Unity OpenXR library) without `assets/bin/Data/UnitySubsystems/` in the APK, or BuildSettings listing more scenes than the APK has `levelN` files (globalgamemanagers loose or read from the head of data.unity3d); exact on the 48 Unity APKs of the dumps (13 split, 17 full games; OBBs of full builds are asset bundles or sound banks) |
| `INSTALL_FAILED_NO_MATCHING_ABIS` | 32-bit-only APK; Frame has no AArch32 | None. PC/Rift version via Revive |
| Crash at start: `NoClassDefFoundError: … Landroid/window/OnBackInvokedCallback;` or `NoSuchMethodError: No static method storeStoreFence()V in class Ljava/lang/invoke/VarHandle;` (GitHub #71/#72, triage `android-too-new`) | The APK needs Android 13+ (minSdk 33 or more; those were 34) and calls its classes at start; Lepton's Android is 11 (API 30). OVRPort lowers minSdk to 29, so it installs anyway. minSdk ≤ 32 (Quest's Android 12L) is fine: 16 working catalog games declare 32 | None (analysis `extra.min_sdk` > 32 → a warning on the game page/CLI and in the recipe notes; never unsupported from the manifest alone, the launch test's triage decides). Waits for Valve to update Lepton's Android |
| Nothing opens; `TWALauncherActivity: Using URL from Manifest (https://…)`, `Creating TwaLauncher for com.oculus.browser`, `NameNotFoundException: com.oculus.browser` (GitHub #86 Mahjong Table VR, triage `web-wrapper`) | The APK is a Trusted Web Activity (Bubblewrap / Meta's PWA packaging): a website that opens in Meta's browser, which Lepton doesn't have | None: open the URL in a browser. Analysis `extra.web_wrapper` (manifest meta-data `android.support.customtabs.trusted.DEFAULT_URL`, resolved through resources.arsc, or androidbrowserhelper's LauncherActivity) → a warning with the URL (not unsupported: the manifest alone never decides) |
| `UnsatisfiedLinkError` / `cannot locate symbol "ovr_…"` | overport's platform loader lacks Meta platform functions | `frame.ovrstubs` (automatic, generated stubs) |
| missing `ovrMessageType_ToString` | same, but the game needs a real string | `frame.ovrplatformcompat` (automatic) |
| The game stays in its built-in language or waits at start although its OBB / files hold language packs (`<tag>.lang`, e.g. `de.lang`) | overport's platform loader answers `ovr_LanguagePack_GetCurrent/SetCurrent` with request id 0, so the game never gets the pack's path | `frame.langpacks` (opt-in, experimental, shown for games whose data has `*.lang`; `native/langpack`, build it with `python native/build.py --only langpack`). Default pack: the one the game applies, else env `FRAMEPORT_LANGPACK=<tag>`, else the only pack; search path override `FRAMEPORT_LANGPACK_DIRS`. Unreal games (Deadpool VR) grey out a pack whose asset `Metadata` differs from the game's version string: the patch writes the APK's versionName as Metadata (env `FRAMEPORT_LANGPACK_META` overrides) and reports the pack under the `/storage/emulated/0/Android/obb/<pkg>/` spelling of its path; with `/sdcard/…` the text switched but the dialogue stayed silent (verified in the headset with Deadpool VR) |
| `ClassNotFoundException com.oculus.os.AnalyticsEvent` → abort | Quest telemetry lookup in Meta XR Audio (Unreal build) or native code | `frame.metaxr_telemetry` + `frame.oculusos` (automatic) |
| `JNI DETECTED ERROR`, `GetStringUTFChars … NULL` | CheckJNI is on because overport marks the app debuggable | `frame.nodebug` |
| Unreal game quits a few seconds after start (`System.exit`) | ForceQuit after a failed Quest platform check | alternate build with `patch_remove_unreal_force_quit` (`use_alt`) |
| Unreal game crashes a few seconds after the logo with no backtrace (Unreal's own signal handler hides it: logcat-crash.log empty, Zygote `exited due to signal 11`); the crashing thread is `GameThread`, pc in `libaaudio.so`, lr `libovrplatformloader.so (ovr_Microphone_GetOutputBufferMaxSize+0x10)`; the last platform call is `ovr_Microphone_Create` (e.g. The Walking Dead: Saints & Sinners Ch. 2) | OVRPort's platform loader opens the microphone's AAudio stream only in `ovr_Microphone_Start`, but `GetOutputBufferMaxSize` reads that stream unchecked; Unreal's Oculus voice asks for the size right after `Create` | `frame.ovr_microphone` (NULL check rewritten in place; size 0 until the microphone starts) |
| Unreal game crashes a few seconds after the logo with no backtrace (Unreal's own signal handler hides it: logcat-crash.log empty, Zygote `exited due to signal 11`); the crashing thread is `GameThread`, pc in `libaaudio.so`, lr `libovrplatformloader.so (ovr_Microphone_GetOutputBufferMaxSize+0x10)`; the last platform call is `ovr_Microphone_Create` (e.g. The Walking Dead: Saints & Sinners Ch. 2) | OVRPort's platform loader opens the microphone's AAudio stream only in `ovr_Microphone_Start`, but `GetOutputBufferMaxSize` reads that stream unchecked; Unreal's Oculus voice asks for the size right after `Create` | `frame.ovr_microphone` (NULL check rewritten in place; size 0 until the microphone starts). OVRPort runtime 3.4.3-aa54c3f has the check itself: builds made with it leave the patch out (log "not needed: frame.ovr_microphone", `patches/upstream.py`) |
| `xrCreateSwapchain` -26 / format unsupported (GLES) | Frame takes only sRGB formats, no MSAA | adapter `swapchain_fix` (default on) |
| Frames rejected, "Waiting…" forever | a layer uses a failed swapchain or an extension that isn't enabled (e.g. equirect2) | adapter `layer_fix` (default on) |
| `xrConvert…TimeKHR` FUNCTION_UNSUPPORTED spam; VrApi bridge stalls before recenter | runtime lacks timespec conversion | current adapter emulates it |
@@ -68,8 +79,14 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| Batman: Arkham Shadow closes during smoke-bomb effects; later input-tree corruption | Meta XR Audio Wwise deletes queued metadata still referenced by the current audio frame, then writes through the stale pointer | FrameBridge automatically retires metadata after current-frame references disappear, for the verified AArch64 SDK build only; see [AUDIO_METADATA.md](AUDIO_METADATA.md) |
| Game stays on a loading or "Waiting" box although it reached FOCUSED; log `FrameBridge: xrEndFrame failed -25` then no more `pacing:` lines (e.g. PowerWash Simulator on some Frames, GitHub #39) | The eye image rect ends a few pixels past its swapchain (Unity rounds the swapchain width, the runtime's recommended size differs per Frame); SteamVR rejects every frame with XR_ERROR_SWAPCHAIN_RECT_INVALID | FrameBridge clamps every projection/quad image rect to its swapchain (`rect_clamp`, default on since 0.11.0; log `rect_clamp: view N image rect clamped`): rebuild + reinstall the game |
| Game (Unity, GLES) freezes, `zink: DEVICE LOST` | multisampled render-to-texture hangs the GPU | `frame.unity_no_msaa`; if it persists: unfixable → PC version |
| Unreal GLES game crashes ~3 s after start: `Fatal signal 11 … fault addr 0x10000 in tid … (RHIThread)`, `#01 … libgallium_dri.so` (GitHub #83 Star Wars Pinball VR, triage `unreal-msrtt-crash`) | Unreal's mobile MSAA renders through multisampled render-to-texture; Zink's `find_rp_state` then indexes `rendering_state_cache[6]` one past its end (sample count ≥ 32) and calls a junk hash function (0x10000). Mesa bug (no bounds check) | `frame.unreal_gl_shim` (GL shim with `gl_hide_msrtt`, multiview kept for Unreal: Unreal 4.25 only enables multiview with GL_OVR_multiview, GL_OVR_multiview2 **and** GL_OVR_multiview_multisampled_render_to_texture, so the shim keeps the last one visible for Unreal and maps glFramebufferTextureMultisampleMultiviewOVR to the single-sampled glFramebufferTextureMultiviewOVR; log `multiview multisampled render-to-texture (N samples) drawn single-sampled`) |
| Crash with `SIGILL (ILL_ILLOPN)` and `*pc=0xd50323bf` (autiasp), e.g. on Unreal's HttpManager thread (GitHub #83 Star Wars Pinball VR, triage `pac-unpaired`) | The engine's OpenSSL ARMv8 assembly has autiasp without a matching paciasp (libUE4.so: 38 paciasp, 40 autiasp; Poly1305 NEON). Quest CPUs treat PAC hints as NOPs, the Frame's CPU checks them | `frame.pac_hints`: in a library with unpaired counts every paciasp/autiasp becomes a NOP (in place) |
| Unreal game (OVRPlugin) never starts VR: launch.log has `OVRPlugin: JNI_OnLoad` but never `CompositorOpenXR::PreInitialize`, no OpenXR session, then a crash a few seconds in (e.g. Star Wars Pinball VR, UE 4.25: null pointer in `FSceneRenderer::GetMultiViewSceneColor`, GitHub #83) | Unreal's Oculus module looks up every `ovrp_*` function of the OVRPlugin it was built against (`InitializeOculusPluginWrapper`, all ANDed); OVRPort's OpenXR OVRPlugin lacks a few old ones (UE 4.25 / OVRPlugin 1.44: `ovrp_GetPTWNear`), so the wrapper fails and OculusHMD is never pre-initialised | `frame.unreal_ovrp_entrypoints` (suggested when analysis `unreal_ovrp_lookups` name functions the shipped OVRPlugin lacks): generated `libfp_ovrpstubs.so` (DT_NEEDED of libOVRPlugin.so; dlsym on the plugin's handle searches its dependencies) with a stand-in per missing name returning ovrpFailure (-1000); build note lists the names |
| Only the Android home screen shows; the log has Unity's VR device as `None` (e.g. Accounting+, Unity 2017) | Unity 2017–2018 built-in Oculus support starts VR only when `com.oculus.systemactivities` is installed; Lepton has no Meta system apps, so Unity falls back to non-VR | `frame.unity_oculus_check`: that package name in libunity.so → `android`, plus `native/ovrpshim` (libfp_ovrp.so): Unity 2017's legacy frame loop (`ovrp_Update2`/`ovrp_BeginFrame`) never calls `ovrp_WaitToBeginFrame`, so without the shim no `xrWaitFrame` happens, `CompositorOpenXR::Update … outside of frame bounds` floods the log and the dashboard freezes. With it: log `ovrp frame loop shim: waited for frame N`, ~71 fps. Accounting+ then stops at "press any button" although its OVRInput gets clean input (`INPUT_PROBE` in the patch logs connected controllers/buttons/input focus per call) — unresolved |
| Black flat window, then a GPU hang: kernel `hangcheck detected gpu lockup` (offending task the game), `zink: DEVICE LOST`, Unity render-thread crash; `outside of frame bounds` thousands of times a second (e.g. BattleSisters, Unity 2019.4) | Unity 2019 on its built-in VR (no `libOculusXRPlugin.so`) uses the same legacy frame loop as Unity 2017: no `xrWaitFrame`, the render thread floods the GPU | `frame.unity_oculus_check` adds the ovrpshim frame wait for these too (revision 2) |
| Unity built-in VR game (with `frame.unity_oculus_check`) freezes at a scene switch: the log stops after `Boot: Activating Scene: …`, the process stays alive, every thread sleeps (e.g. Sniper Elite VR, Unity 2019.4) | The shim's `xrWaitFrame` blocks until the previously waited frame is begun; Unity skipped beginning it at the scene switch and its render thread then waited for the main thread (gdb: UnityMain in vrclient `CSxrSession::StartNextFrame` ← `ovrp_WaitToBeginFrame` ← `fpov_Update2`). OVRPlugin also only begins the frame index it waited for | `frame.unity_oculus_check` revision 5: libunity.so's `ovrp_BeginFrame`/`ovrp_EndFrame` go through the shim, which waits ≤ 50 ms for the last waited frame to begin, else skips the wait (log `the last waited frame wasn't begun`), and gives a begin/end of another index the waited one |
| Unity built-in VR game: the hands/weapons trail the controllers by centimetres when moving (headset fine, 72 fps), e.g. Sniper Elite VR | Unity's physics-step `ovrp_Update2` (prediction 0) makes OVRPlugin locate the nodes at the monotonic clock's "now", the XrTime base on a Quest but 0.05–0.9 s behind the Frame's XrTime; the runtime extrapolates backwards and the render-step reads after it get those poses too. A larger prediction is capped by OVRPlugin (~0.07 s) | `frame.unity_oculus_check` revision 5 holds the physics-step update back: both steps read the render update's display-time poses |
| OVRPlugin game: the hands lag behind the controllers (also with `ovrp_hold_physics` on or off; rendering fine), e.g. BattleSisters | OVRPlugin passes its monotonic-clock "now" on as the OpenXR time (OVRPort's dispatcher converts XR_KHR_convert_timespec_time 1:1: the Frame's runtime lacks it, and FrameBridge's emulation is never asked), but the Frame's XrTime runs ahead of CLOCK_MONOTONIC (2.56 s on SteamOS 0.4.5): with `pose_debug=1` the hand spaces show `time - predicted display time -2564 ms`; BattleSisters also asks for its head at XrTime 0.1 s every frame | `adapter.pose_time_fix` (FrameBridge, suggested for Unity built-in OVRPlugin games): a located time nearer the monotonic clock than XrTime's "now" is moved by the clock offset measured at xrWaitFrame, one more than 0.5 s before the display time goes to "now" (log `pose_time_fix: …`; `pose_debug=1` counts both per 5 s). Once a build has this FrameBridge it is toggled in settings.conf (no rebuild) |
| Unreal game stuck on a loading image after the intro, frames keep coming (72 fps), no crash (e.g. Vader Immortal) | suspect: a Meta Platform SDK request no message ever answers | diagnostics: `frame.ovr_trace` (opt-in) logs every `ovr_*` call, the answers `ovr_PopMessage` returns and every 10 s the unanswered requests (`fp_ovrtrace` in launch.log). Never fake an entitlement answer |
| Own-engine game crashes in `libVkLayer_fossilize.so` (Fossilize's recording thread, e.g. Roblox) | same as Deadpool VR: uninitialised pointers in what Fossilize records | `frame.vk_sanitize` now also covers own-engine libraries that load `libvulkan.so` by name |
| Crash right after the game gets focus, in `vrclient.so … UpdateActionStateInternal` / `sxr_xrSyncActions` (e.g. Myst) | a race in the Frame runtime's input code on the first sync after focus (not every launch) | adapter `sync_guard` (input syncs one at a time with event polling, paused 250 ms after FOCUSED) |
@@ -86,6 +103,8 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| Symptom | Cause | Fix |
|---|---|---|
| 2D Android app: Steam says it's running but nothing shows | Lepton runs apps headless unless the app folder has `lepton-show-flatscreen` | FramePort adds it for apps without VR (agent v28+); reinstall apps installed before |
| A phone/tablet app shows nothing in the headset, or a VR app opens as a flat window | FramePort's VR/2D guess (`vr_kind`) is wrong for this app | patch `device.display_mode` → **Flat window** or **VR** (Customize → "Show as VR or as a flat window"), then Update on Frame |
| "Install with FrameDrop" button opens FrameDrop (or nothing) instead of FramePort | another program owns `framedrop://`, or the switch is off, or macOS (Flet can't receive links there) | Settings → Install links → **Use FramePort for these links**; else Add games → Install from a link… (paste the button's address) |
| 2D Android app: back/home/recents buttons cover the app's own buttons | Android's navigation bar | patch `device.hide_navbar` (on by default for apps without VR) sets `qemu.hw.mainkeys=1`; reinstall to apply |
| Black screen, audio works, GLES engine with direct VrApi | Mesa rejects Quest-style GLSL | `frame.gl_shim` (logs `GLShim: SHADER COMPILE FAILED` + source lines) |
| Black screen, audio works, log `Unsupported VrApi layer type N` | bridge drops frames containing that layer | extend the bridge (cylinder=3 is converted to a quad already) |
@@ -102,16 +121,27 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| View vibrates even when holding still after `frame.unity_multipass` (I Am Cat) | poses/times are consistent, but two passes on Zink make every frame one period late, and the game clamps its physics step to 10 ms | not fixed (scale 0.8 didn't help); next ideas: fix multiview instead, or the game's fixed timestep |
| Game freezes / pauses for 0.5-2 s now and then, no flicker (e.g. Blade & Sorcery, Lucky's Tale) | the headset's wear sensor flickers off while worn (`logs/eyetracking.txt` `HMD off, stopping eye tracking` … `HMD on`), the Frame turns it into a focus loss and Quest games that pause on focus loss pause | adapter `focus_hold` (on by default since 2026-10-05, dips up to `focus_hold_ms` = 5000 ms are hidden; longer ones still pause) |
| Minor glitches on some objects (Myst, Unreal Vulkan) | unknown; not application space warp (turning it off changed nothing and ran worse) | unresolved |
| Graphics crash in vkCreateInstance with pc == fault address, from the game's own Vulkan hooks (BONELAB 1.2974 `libSLZQuestNative`) | a pointer into memory freed with OVRPlugin's pre-init OpenXR instance; not the runtime (vrclient.so) or Fossilize being unloaded (keeping both loaded with RTLD_NODELETE didn't help) | unresolved |
| Unity game crashes or hangs right as Vulkan starts, after `SLZ Graphics plugin loading!` and OVRPlugin's pre-init `xrDestroyInstance`: SIGSEGV with pc 0 (or pc == fault address in an unloaded library), x16/x23 in `libSLZQuestNative.so` (BONELAB 1.2974) | Stress Level Zero's graphics plugin hooks Unity's Vulkan start-up (IUnityGraphicsVulkanV2 interception: vkCreateInstance/vkCreateDevice) and vkCreateSampler; its vkCreateInstance wrapper calls an invalid pointer on the Frame | `frame.slz_vulkan_hooks` (its two registrations become no-ops; Unity starts Vulkan itself; ~35 s of shader prewarming without its pipeline cache) |
| Unity game shows a picture but the player body is frozen: no head tracking, the controllers stay on the model, no buttons, although OpenXR input works (BONELAB 1.2068, Oculus XR Plugin) | OVRPlugin reports the headset as not worn (`ovrp_GetUserPresent2` → 0) a few seconds after start, and the game's rig only follows a present user (Marrow `XRHMD.IsUserPresent` = Unity's HMD `UserPresence`) | `frame.unity_user_presence` (the Oculus XR Plugin's lookup → `libfp_ovrp.so`, reports present; log `user presence: OVRPlugin 0 …`) |
| Unreal 5 game crashes at its first render pass, backtrace `vulkan.freedreno.so` ← `libVkLayer_fossilize.so` ← `libfp_vk.so (create_render_pass2)` (Metro Awakening) | a subpass without a depth attachment names a depth/stencil resolve attachment; the Frame's Turnip reads the missing depth attachment (NULL) | the Vulkan shim drops that resolve (always, FramePort after 0.11.0; log `dropped the depth resolve of subpass N (no depth attachment)`); triage `unreal-vulkan-driver-crash` |
| Unreal 5 game crashes in `vulkan.freedreno.so` called straight from `libUnreal.so` right after its swapchains, or a few seconds into the first frames (Metro Awakening) | Unreal turns on fragment-density-map foveation because Turnip offers VK_EXT_fragment_density_map, then records barriers (to `FRAGMENT_DENSITY_MAP_OPTIMAL`) and image views (2D array R8G8) for a density map the Frame never provides (VK_NULL_HANDLE); Turnip dereferences it | adapter `vk_hide_fdm=1` (the game doesn't see the extension) + `vk_spec_fixes=1` (leaves out null-image barriers, refuses null-image views); triage `unreal-fdm-missing`. Found by disassembling the driver at the crash pc: the struct offsets (0x58 = VkSubpassDescription2, 0x48/0x60 = image barriers, viewType/format in registers) name the call |
| Own-engine game crashes in `je_free` from its own library on the first frames (Roblox) | the game frees memory it doesn't own; not the Vulkan shim or the format fallback | unsupported |
## Live view (Live view tab, `install/livestream.py`)
| Symptom | Cause | Fix |
|---|---|---|
| Status line says "software encoder" (30 fps, the Frame's CPU busier) | `fp_venc --probe` failed (missing upload, encoder busy or refused a format: exit 4) or the helper couldn't be put on the Frame | on the Frame: `~/.local/share/frameport/bin/fp_venc --probe; echo $?` and `--selftest`; the app log names upload failures. `FP_VENC_DISABLE=1` forces the fallback for tests |
| Picture drifts out of sync with the sound | the hardware path relies on one H.264 frame per fps slot (ffmpeg `-framerate`); `fp_venc: stats … skipped=` > 0 on stderr means slots were skipped | see the stats line (every 10 s); a stopped/suspended Frame skips slots on purpose |
| Viewer joins only after several seconds | the keyframe request (`k` on the channel) didn't reach the encoder; the viewer then waits for the next regular keyframe (4 s) | check `live: encoder=hardware` came first (requests are sent only then) |
## Debugging techniques that worked
- A user's problem report: `frameport diag inspect <FramePort-diag-*.zip>` re-triages its launch log with the current
signatures; the zip has the recipe, analysis, ELF/PE imports, Frame logs and versions (docs/DIAGNOSTICS.md).
- Read `<base>/launch.log` (logcat mirror). Filter the game's pid: `Start proc <pid>:<package>`.
- **Monitor tab** (GUI, while a game runs): fps from FrameBridge's pacing lines next to GPU busy %, the hottest
sensor, memory pressure and per-process CPU/GPU/memory. A memory runaway (Lucky's Tale, Vader Immortal) shows as
rising memory + "waiting" before the OOM kill; a GPU-bound game as GPU near 100 % with fps under target; heat as the
temperature tile turning amber/red. Sources and costs: FRAME_RUNTIME.md "Monitoring sources".
- The adapter logs as `FrameBridge` (settings, xrCreateInstance result, swapchain retries, pacing fps).
- For GLES/GLAD engines, wrap `eglGetProcAddress` to see shader compile errors (build the shim with `-DGLSHIM_TRACE`
for per-FBO draw counts and draw-call errors; the bridge has `-DOVP_GL_DIAG` for eye-image readback).
@@ -127,6 +157,14 @@ 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
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
`/data/app/…/lib/arm64` path), then on the PC: `gdb -batch -ex "set sysroot <dir>" -ex "target remote | ssh
steamos@<frame> podman exec -i lepton-steamlaunch-<appid> gdbserver64 - --attach <pid in the container>" -ex
"thread apply all bt 25" -ex detach` (`set sysroot target:` makes gdbserver assert in linux_mntns_readlink).
`/proc/<pid>/task/*/syscall` (read inside the container) shows each thread's syscall and pc without a debugger.
- Unity catches native crashes itself: no debuggerd backtrace in Lepton's logcat-crash.log, but a
`tombstone_00` in the game's `Android/data/<pkg>/files/` with the memory map (map pc/lr/registers to libraries).
- Focus losses: the game sees FOCUSED→VISIBLE→SYNCHRONIZED (OVRPlugin `[XR_SESSION]`, FrameBridge `focus_hold:`
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@@ -19,6 +19,7 @@ embeds debug paths (`-g`) and the dex depends on the d8 version, so those differ
| `xrlayer/` | `linux-arm64/libxr_frameport_timefix.so` + `XR_APILAYER_FRAMEPORT_timefix.json` | OpenXR API layer for Windows PC VR games under Proton on the Frame (glibc aarch64, built freestanding with the NDK's clang), on by default (patch `pcvr.xr_timefix`). Retries `xrCreateInstance` as an OpenXR 1.0 app when the runtime rejects 1.1 (the Frame's SteamVR runtime does, and Proton 11's VR helper asks for 1.1). Also emulates `xrConvertTimespecTimeToTimeKHR`/`xrConvertTimeToTimespecTimeKHR` if the runtime refuses them (the Frame's Android runtime does; its Linux runtime, used by Proton, supports them as of 2026-09-29 — so this part is only a fallback; Proton's wineopenxr needs them for `XR_KHR_win32_convert_performance_counter_time`, which Revive requires) with the adapter's xrWaitFrame-calibrated offset, and drops the extension from xrCreateInstance if the runtime rejects it. Enabled per game by the Proton launch.sh (`XR_API_LAYER_PATH`, `XR_ENABLE_API_LAYERS`). `tests/test_xrlayer.py` builds it for x86_64 and drives it via ctypes. |
| `oculushmd/` | `win-x64/fp_oculushmd.exe` | PC VR counterpart of overport's `patch_oculus_unreal` (patch `pcvr.oculus_unreal`, default for Unreal Rift games on the Frame). Unreal's OculusHMD and LibOVR's `ovr_Detect` only start when the Windows named event `OculusHMDConnected` exists and is signalled (the Oculus service creates it). `fp_oculushmd.exe <command line>` creates it (manual reset, signalled), runs the command (Revive's injector) in a job object and keeps the event until every process in the job — the game and its children — has exited (fallback without job support: 3 minutes); returns the command's exit code and logs `FramePort oculushmd: …` to stderr (launch.log). Freestanding Windows x64 console exe (no CRT, no Windows SDK): the NDK's clang + `lld-link /Brepro` with a kernel32 import library generated by `llvm-dlltool`, so it's byte-reproducible. Tested on Windows from WSL with a build whose event name is `-DEVENT_NAME=L"…"` (the Oculus service owns the real event on a PC with the Oculus app). |
| `xrshim/` | `arm64-v8a/libframe_xrshim.so` | FrameBridge extension shim, only in builds with `controller_models=1`. overport's dispatcher (`libopenxr_loader.so`) answers `xrGetInstanceProcAddr` from a fixed table and refuses everything else (`overportOXR: Unknown proc addr: xrLoadRenderModelFB`), so the adapter never sees XR_FB_render_model lookups. Meta's OVRPlugin gets the function with `dlopen("libopenxr_loader.so")` + `dlsym`, so FramePort rewrites that `.rodata` string in `libOVRPlugin.so` (same length, in place) to `libframe_xrshim.so`. The shim returns the adapter's emulated functions (`framebridge_extension_proc`) and forwards every other name to overport. A DT_NEEDED interposer does not work here (dlsym on a handle searches that library first); tried and dropped. |
| `venc/` | `linux-arm64-bin/fp_venc` | Hardware H.264 encoder for the live view, run on the Frame (spec: `venc/SPEC.md`). Reads SteamVR's "headset view" webcam (v4l2loopback `/dev/video99`, RGB24), box-scales and converts it to NV12 (BT.709 limited range; `convert.c`, NEON with a bit-identical scalar reference, also built for x86_64 by the host test), and feeds the SoC's V4L2 stateful encoder (`dev-encoder.rst`, Qualcomm iris `/dev/video-enc0`): CBR, no B-frames, SPS/PPS on every IDR, one frame per slot of a fixed grid (fps = a divisor of the panel refresh read through DRM KMS, default cap 45), Annex B on stdout. stdin `k` = keyframe, `q`/EOF = drain and stop; `--probe` prints the setup as JSON, `--selftest` compares NEON and scalar output. Fully static and freestanding (raw syscalls, own `_start`; only the NDK's kernel UAPI headers, staged in `.cache/uapi-arm64`), byte-reproducible. Lives in `linux-arm64-bin/` because `linux-arm64/` is uploaded whole as the OpenXR layer. |
| `java-stubs/` | `dex/oculusos-stubs.dex` | No-op `com.oculus.os.AnalyticsEvent` / `UnifiedTelemetryLogger` for native code that looks them up. |
The ovr_* stub library is *not* prebuilt: `src/frameport/analysis/stubgen.py` generates it per game from the exact
+30 -1
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@@ -105,6 +105,8 @@ static int controller_fix = 1;
static int swapchain_fix = 1;
static int rect_clamp = 1;
static int pose_consistency = 0; // repeat xrLocateViews queries for one display time get the same poses (GitHub #8) // clamp submitted image rects to their swapchain (SteamVR rejects a 1 px overrun)
static int pose_time_fix; // poses asked for at CLOCK_MONOTONIC "now" or far in the past: at XrTime "now" (pose_time.c)
static int pose_debug; // diagnostics: requested pose times vs the predicted display time (pose_time.c)
static int layer_fix = 1;
static int mutable_fix = 0;
static int swap_eyes = 0;
@@ -160,6 +162,8 @@ static void read_settings(const char *path) {
if (sscanf(line, "swapchain_fix=%f", &value) == 1) swapchain_fix = value != 0;
if (sscanf(line, "rect_clamp=%f", &value) == 1) rect_clamp = value != 0;
if (sscanf(line, "pose_consistency=%f", &value) == 1) pose_consistency = value != 0;
if (sscanf(line, "pose_debug=%f", &value) == 1) pose_debug = value != 0;
if (sscanf(line, "pose_time_fix=%f", &value) == 1) pose_time_fix = value != 0;
if (sscanf(line, "layer_fix=%f", &value) == 1) layer_fix = value != 0;
if (sscanf(line, "mutable_fix=%f", &value) == 1) mutable_fix = value != 0;
if (sscanf(line, "swap_eyes=%f", &value) == 1) swap_eyes = value != 0;
@@ -753,6 +757,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrGetSystemProperties(XrInstance instance, XrSyst
}
#include "flip_vk.c"
#include "pose_time.c"
// XR_KHR_convert_timespec_time for runtimes that lack it (Frame): XrTime is derived from the monotonic clock
// using the offset measured at the last xrWaitFrame. The runtime's own implementation is preferred.
@@ -762,10 +767,14 @@ static PFN_xrConvertTimeToTimespecTimeKHR runtime_time_to_timespec;
static XRAPI_ATTR XrResult XRAPI_CALL emu_timespec_to_time(XrInstance instance, const struct timespec *ts, XrTime *time) {
if (runtime_timespec_to_time) {
XrResult r = runtime_timespec_to_time(instance, ts, time);
if (r != XR_ERROR_FUNCTION_UNSUPPORTED) return r;
if (r != XR_ERROR_FUNCTION_UNSUPPORTED) {
if (XR_SUCCEEDED(r) && time) pose_time_note("xrConvertTimespecTimeToTimeKHR (runtime)", 0, 0, *time);
return r;
}
}
if (!ts || !time) return XR_ERROR_VALIDATION_FAILURE;
*time = (XrTime)((int64_t)ts->tv_sec * 1000000000ll + ts->tv_nsec + (xr_time_calibrated ? xr_time_offset : 0));
pose_time_note("xrConvertTimespecTimeToTimeKHR", 0, 0, *time);
return XR_SUCCESS;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_time_to_timespec(XrInstance instance, XrTime time, struct timespec *ts) {
@@ -781,6 +790,8 @@ static XRAPI_ATTR XrResult XRAPI_CALL emu_time_to_timespec(XrInstance instance,
}
XRAPI_ATTR XrResult XRAPI_CALL xrLocateSpace(XrSpace space, XrSpace baseSpace, XrTime time, XrSpaceLocation *location) {
time = pose_time_fixed(time);
pose_time_note("xrLocateSpace", (uint64_t)(uintptr_t)space, (uint64_t)(uintptr_t)baseSpace, time);
if (emulate_scene && location) {
XrPosef pose; XrSpaceLocationFlags flags;
if (locate_fake(space, baseSpace, time, &pose, &flags)) {
@@ -796,6 +807,14 @@ XRAPI_ATTR XrResult XRAPI_CALL xrLocateSpace(XrSpace space, XrSpace baseSpace, X
static XrResult locate_spaces_common(const char *name, XrSession session, const XrSpacesLocateInfo *info,
XrSpaceLocations *locations) {
int any_fake = 0;
XrSpacesLocateInfo moved;
if (info && pose_time_fix) {
moved = *info;
moved.time = pose_time_fixed(info->time);
info = &moved;
}
if (info) pose_time_note(name, info->spaceCount ? (uint64_t)(uintptr_t)info->spaces[0] : 0,
(uint64_t)(uintptr_t)info->baseSpace, info->time);
if (emulate_scene && info && locations) {
any_fake = fake_space_index(info->baseSpace) >= 0;
for (uint32_t i = 0; i < info->spaceCount && !any_fake; ++i) any_fake = fake_space_index(info->spaces[i]) >= 0;
@@ -1079,6 +1098,8 @@ XRAPI_ATTR XrResult XRAPI_CALL xrWaitFrame(XrSession session, const XrFrameWaitI
// predictedDisplayTime is about one display period ahead of "now".
xr_time_offset = (int64_t)(state->predictedDisplayTime - state->predictedDisplayPeriod) - mono;
xr_time_calibrated = 1;
last_display_period = state->predictedDisplayPeriod;
pose_time_note_offset((long long)(state->predictedDisplayTime - mono));
if (layer_debug) debug_aim_vs_grip(state->predictedDisplayTime);
}
return result;
@@ -1143,6 +1164,13 @@ XRAPI_ATTR XrResult XRAPI_CALL xrLocateViews(XrSession session, const XrViewLoca
uint32_t capacity, uint32_t *count, XrView *views) {
PFN_xrLocateViews fn = (PFN_xrLocateViews)lookup(active_instance, "xrLocateViews");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
XrViewLocateInfo moved;
if (info && pose_time_fix) {
moved = *info;
moved.displayTime = pose_time_fixed(info->displayTime);
info = &moved;
}
if (info) pose_time_note("xrLocateViews", (uint64_t)(uintptr_t)info->space, 0, info->displayTime);
int cacheable = pose_consistency && info && state && count && views && capacity > 0;
if (cacheable && pose_cache_lookup(session, info, state, capacity, count, views)) return XR_SUCCESS;
XrResult result = fn(session, info, state, capacity, count, views);
@@ -1257,6 +1285,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEndFrame(XrSession session, const XrFrameEndInf
__atomic_exchange_n(&input_sync_ok, 0, __ATOMIC_RELAXED), input_last_sync_result,
__atomic_exchange_n(&input_bool_reads, 0, __ATOMIC_RELAXED),
__atomic_exchange_n(&input_bool_true, 0, __ATOMIC_RELAXED));
pose_time_report();
frames = 0; drift_sum = drift_max = 0;
}
}
+115
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@@ -0,0 +1,115 @@
// Included by frame_adapter.c: the times games locate poses at (pose_time_fix, pose_debug).
//
// pose_debug (diagnostics): every ~5 s, per located space (xrLocateSpace/xrLocateSpaces) and for xrLocateViews, the
// number of calls and the min/max of (requested time - the last xrWaitFrame's predictedDisplayTime); for
// xrConvertTimespecTimeToTimeKHR the same for its answers, plus the spread of the XrTime-vs-CLOCK_MONOTONIC offset
// measured at xrWaitFrame.
static XrDuration last_display_period;
#define PT_SLOTS 12
typedef struct {
const char *kind;
uint64_t space, base;
int count;
long long min, max; // ns relative to the last predicted display time
} pt_stat;
static pt_stat pt_stats[PT_SLOTS];
static int pt_overflow;
static long long pt_offset_min, pt_offset_max;
static int pt_offset_count;
static pthread_mutex_t pt_lock = PTHREAD_MUTEX_INITIALIZER;
static void pose_time_note(const char *kind, uint64_t space, uint64_t base, XrTime time) {
if (!pose_debug || !last_predicted_time) return;
long long d = (long long)(time - last_predicted_time);
pthread_mutex_lock(&pt_lock);
int i = 0;
while (i < PT_SLOTS && pt_stats[i].count &&
!(pt_stats[i].kind == kind && pt_stats[i].space == space && pt_stats[i].base == base))
++i;
if (i == PT_SLOTS) {
++pt_overflow;
} else {
pt_stat *s = &pt_stats[i];
if (!s->count) s->kind = kind, s->space = space, s->base = base, s->min = s->max = d;
if (d < s->min) s->min = d;
if (d > s->max) s->max = d;
++s->count;
}
pthread_mutex_unlock(&pt_lock);
}
static void pose_time_note_offset(long long offset) {
if (!pose_debug) return;
pthread_mutex_lock(&pt_lock);
if (!pt_offset_count || offset < pt_offset_min) pt_offset_min = offset;
if (!pt_offset_count || offset > pt_offset_max) pt_offset_max = offset;
++pt_offset_count;
pthread_mutex_unlock(&pt_lock);
}
// pose_time_fix: Meta's OVRPlugin takes "now" from CLOCK_MONOTONIC and passes it on as an XrTime unchanged (no
// conversion reaches FrameBridge: OVRPort's dispatcher answers XR_KHR_convert_timespec_time itself, 1:1, since the
// Frame's runtime lacks it). On a Quest XrTime is the monotonic clock; on the Frame it runs ahead (2.56 s measured on
// SteamOS 0.4.5, 0.05-0.9 s seen on older builds), so every "now" pose (Unity's physics step, OVRInput's controller
// poses) was located that far in the past and the hands trailed the controllers (BattleSisters, Sniper Elite VR).
// A located time nearer the monotonic clock than XrTime's "now" is taken as a monotonic timestamp and moved to the
// same moment in XrTime (offset measured at xrWaitFrame); a time more than PT_PAST_LIMIT before the predicted display
// time that isn't one (BattleSisters asks for its head at XrTime 0.1 s) is located at "now".
#define PT_PAST_LIMIT 500000000ll // 0.5 s: no runtime keeps a longer pose history; real past queries are far shorter
#define PT_MIN_OFFSET 5000000ll // XrTime and the monotonic clock this close: nothing to tell apart or to fix
static int pt_fixed_mono, pt_fixed_past;
static long long pt_fixed_min;
static XrTime pose_time_fixed(XrTime time) {
if (!pose_time_fix || !last_predicted_time || !xr_time_calibrated) return time;
int64_t offset = xr_time_offset; // XrTime "now" minus the monotonic clock
if (offset < PT_MIN_OFFSET && offset > -PT_MIN_OFFSET) return time;
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
long long mono = (long long)ts.tv_sec * 1000000000ll + ts.tv_nsec;
long long d_mono = (long long)time - mono, d_xr = (long long)time - (mono + offset);
long long abs_mono = d_mono < 0 ? -d_mono : d_mono, abs_xr = d_xr < 0 ? -d_xr : d_xr;
XrTime fixed;
int kind;
if (abs_mono < PT_PAST_LIMIT && abs_mono < abs_xr) {
fixed = (XrTime)(time + offset), kind = 0; // a monotonic timestamp
} else if ((long long)(time - last_predicted_time) < -PT_PAST_LIMIT) {
fixed = (XrTime)(mono + offset), kind = 1; // far in the past: now
} else {
return time;
}
if (pose_debug) {
long long d = (long long)(time - last_predicted_time);
pthread_mutex_lock(&pt_lock);
if (!(pt_fixed_mono + pt_fixed_past) || d < pt_fixed_min) pt_fixed_min = d;
++*(kind ? &pt_fixed_past : &pt_fixed_mono);
pthread_mutex_unlock(&pt_lock);
}
static int logged[2];
if (logged[kind]++ < 3)
LOG("pose_time_fix: pose asked for at %.1f ms from the predicted display time (%s) located at %.1f ms",
(long long)(time - last_predicted_time) / 1e6, kind ? "far in the past" : "a monotonic-clock time",
(long long)(fixed - last_predicted_time) / 1e6);
return fixed;
}
// called from the pacing statistics in xrEndFrame
static void pose_time_report(void) {
if (!pose_debug) return;
pthread_mutex_lock(&pt_lock);
LOG("pose_debug: period %.2f ms; XrTime - monotonic at xrWaitFrame (%d): %.2f..%.2f ms", last_display_period / 1e6,
pt_offset_count, pt_offset_min / 1e6, pt_offset_max / 1e6);
for (int i = 0; i < PT_SLOTS && pt_stats[i].count; ++i)
LOG("pose_debug: %s space=0x%llx base=0x%llx: %d calls, time - predicted display time %.2f..%.2f ms",
pt_stats[i].kind, (unsigned long long)pt_stats[i].space, (unsigned long long)pt_stats[i].base,
pt_stats[i].count, pt_stats[i].min / 1e6, pt_stats[i].max / 1e6);
if (pt_overflow) LOG("pose_debug: %d calls not counted (more than %d spaces)", pt_overflow, PT_SLOTS);
if (pt_fixed_mono + pt_fixed_past)
LOG("pose_debug: pose_time_fix moved %d monotonic-clock times and %d far-past times (earliest asked %.2f ms)",
pt_fixed_mono, pt_fixed_past, pt_fixed_min / 1e6);
memset(pt_stats, 0, sizeof(pt_stats));
pt_overflow = pt_offset_count = pt_fixed_mono = pt_fixed_past = 0;
pthread_mutex_unlock(&pt_lock);
}
+32 -6
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@@ -7,10 +7,10 @@ Everything is fetched on demand into native/.cache (git-ignored):
- Temurin JDK 21 (javac) and Android build-tools (d8) for the Java stub classes
Then builds: FrameBridge adapter (arm64 + arm32), VrApi bridge, platform compat, language packs, GL shim, oculusos stub dex, the
timefix OpenXR layer for Proton games (linux-arm64, glibc; the NDK's clang builds it freestanding), the
OculusHMDConnected helper for Rift games under Proton (win-x64 PE; the NDK's clang + lld-link, no Windows SDK), and
rewrites artifacts/SHA256SUMS. Run `frameport parity` afterwards to see which games change.
OculusHMDConnected helper for Rift games under Proton (win-x64 PE; the NDK's clang + lld-link, no Windows SDK), the
live view's hardware H.264 encoder fp_venc (linux-arm64-bin, static freestanding executable), and rewrites artifacts/SHA256SUMS. Run `frameport parity` afterwards to see which games change.
python native/build.py [--only adapter,bridge,compat,langpack,glshim,eglfmt,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings] [--ndk PATH]
python native/build.py [--only adapter,bridge,compat,langpack,glshim,eglfmt,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings,venc] [--ndk PATH]
"""
from __future__ import annotations
@@ -158,6 +158,32 @@ def build_xrlayer(tc: Path):
shutil.copy(src / "XR_APILAYER_FRAMEPORT_timefix.json", out / "XR_APILAYER_FRAMEPORT_timefix.json")
def uapi_arm64(tc: Path) -> Path:
"""Only the kernel UAPI headers of the NDK sysroot (linux/, asm-generic/, drm/, aarch64 asm/), rebuilt every time,
so no bionic libc header can end up on a freestanding build's include path."""
inc = tc / "sysroot/usr/include"
dest = CACHE / "uapi-arm64"
shutil.rmtree(dest, ignore_errors=True)
for d in ("linux", "asm-generic", "drm"):
shutil.copytree(inc / d, dest / d)
shutil.copytree(inc / "aarch64-linux-android/asm", dest / "asm")
return dest
def build_venc(tc: Path):
"""fp_venc (Linux aarch64, runs on the Frame): SteamVR headset view -> V4L2 hardware H.264 encoder -> stdout, for the
live view. Fully static and freestanding (raw syscalls, own _start), so it needs no libc at build or run time.
Goes to linux-arm64-bin/, not linux-arm64/ (that folder is uploaded whole as the OpenXR layer)."""
src = HERE / "venc"
uapi = uapi_arm64(tc)
out = ART / "linux-arm64-bin"
out.mkdir(parents=True, exist_ok=True)
run([tc / "bin/clang", "--target=aarch64-linux-gnu", "-ffreestanding", "-nostdlib", "-nostdlibinc", "-static",
"-fno-stack-protector", "-fno-builtin", "-O2", "-Wall", "-Wextra", "-Werror", "-fuse-ld=lld",
"-Wl,--build-id=none", "-Wl,-z,max-page-size=65536", "-e", "_start", "-I", src / "include", "-I", uapi,
f"-ffile-prefix-map={HERE}=native", "fp_venc.c", "convert.c", "sys.c", "-o", out / "fp_venc"], cwd=src)
OCULUSHMD_IMPORTS = ("CreateEventW", "CreateJobObjectW", "AssignProcessToJobObject", "QueryInformationJobObject",
"CreateProcessW", "ResumeThread", "WaitForSingleObject", "GetExitCodeProcess", "CloseHandle",
"Sleep", "GetCommandLineW", "GetLastError", "GetStdHandle", "WriteFile", "ExitProcess")
@@ -326,7 +352,7 @@ def write_sums():
def main():
ap = argparse.ArgumentParser()
ap.add_argument("--only", default="adapter,bridge,compat,langpack,glshim,eglfmt,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings")
ap.add_argument("--only", default="adapter,bridge,compat,langpack,glshim,eglfmt,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings,venc")
ap.add_argument("--ndk")
args = ap.parse_args()
parts = set(args.only.split(","))
@@ -338,8 +364,8 @@ def main():
"glshim": lambda: build_glshim(tc), "eglfmt": lambda: build_eglfmt(tc), "ovrtrace": lambda: build_ovrtrace(tc), "xrshim": lambda: build_xrshim(tc), "dex": build_dex, "xrlayer": lambda: build_xrlayer(tc),
"oculushmd": lambda: build_oculushmd(tc), "vkshim": lambda: build_vkshim(tc),
"ovrpshim": lambda: build_ovrpshim(tc),
"vrsettings": lambda: build_vrsettings(tc)}
for name in ("adapter", "bridge", "compat", "langpack", "glshim", "eglfmt", "ovrtrace", "xrshim", "vkshim", "ovrpshim", "dex", "xrlayer", "oculushmd", "vrsettings"):
"vrsettings": lambda: build_vrsettings(tc), "venc": lambda: build_venc(tc)}
for name in ("adapter", "bridge", "compat", "langpack", "glshim", "eglfmt", "ovrtrace", "xrshim", "vkshim", "ovrpshim", "dex", "xrlayer", "oculushmd", "vrsettings", "venc"):
if name in parts:
log(f"build {name}")
steps[name]()
+34 -7
View File
@@ -30,8 +30,13 @@ static void (*real_glGetIntegerv)(GLenum, GLint *);
static __eglMustCastToProperFunctionPointerType (*real_eglGetProcAddress)(const char *);
static pthread_once_t once = PTHREAD_ONCE_INIT;
static int hide_multiview = -1; // -1: not set (Unity keeps multiview, everything else hides it)
static int hide_multiview = -1; // -1: not set (Unity and Unreal keep multiview, everything else hides it)
static int hide_msrtt = 1;
// Unreal (4.25) only turns on its mobile multiview when GL_OVR_multiview, GL_OVR_multiview2 AND
// GL_OVR_multiview_multisampled_render_to_texture are all there (FOpenGLES::ProcessExtensions). Hiding the last one
// with the MSRTT extensions switched Unreal's multiview off, so for Unreal it stays visible and its function draws
// single-sampled (glFramebufferTextureMultiviewOVR), like the EXT stand-ins below.
static int unreal;
static void read_conf_file(const char *path) {
FILE *f = fopen(path, "r");
@@ -335,12 +340,21 @@ static void init(void) {
real_glGetStringi = gles ? dlsym(gles, "glGetStringi") : NULL;
real_glGetIntegerv = gles ? dlsym(gles, "glGetIntegerv") : NULL;
real_eglGetProcAddress = egl ? dlsym(egl, "eglGetProcAddress") : NULL;
if (hide_multiview < 0) { // Unity renders multiview itself and only needs MSRTT hidden
void *unity = dlopen("libunity.so", RTLD_NOW | RTLD_NOLOAD);
hide_multiview = unity ? 0 : 1;
if (unity) dlclose(unity);
static const char *const engines[] = {"libunity.so", "libUE4.so", "libUnreal.so"};
int engine_found = 0;
for (unsigned i = 0; i < sizeof engines / sizeof *engines && !engine_found; i++) {
void *engine = dlopen(engines[i], RTLD_NOW | RTLD_NOLOAD);
if (engine) {
engine_found = 1;
unreal = i > 0;
dlclose(engine);
}
}
LOG("GL shim active: hide_multiview=%d hide_msrtt=%d", hide_multiview, hide_msrtt);
// Unity and Unreal render multiview themselves and only need MSRTT hidden
if (hide_multiview < 0) hide_multiview = !engine_found;
unreal = unreal && hide_msrtt && !hide_multiview; // only matters while MSRTT is hidden and multiview kept
LOG("GL shim active: hide_multiview=%d hide_msrtt=%d%s", hide_multiview, hide_msrtt,
unreal ? " (Unreal: multiview MSRTT kept, drawn single-sampled)" : "");
}
static int is_hidden(const char *name) {
@@ -349,7 +363,8 @@ static int is_hidden(const char *name) {
if (!strcmp(name, hidden_multiview[i])) return 1;
if (hide_msrtt)
for (size_t i = 0; i < sizeof(hidden_msrtt) / sizeof(hidden_msrtt[0]); ++i)
if (!strcmp(name, hidden_msrtt[i])) return 1;
if (!strcmp(name, hidden_msrtt[i]))
return !(unreal && !strcmp(name, "GL_OVR_multiview_multisampled_render_to_texture"));
return 0;
}
@@ -416,6 +431,14 @@ static void plain_rbsms(GLenum target, GLsizei samples, GLenum format, GLsizei w
(void)samples;
if (r_plain_rbs) r_plain_rbs(target, format, width, height);
}
static PFN_FTMV r_plain_ftmv;
static int mv_msrtt_logged;
static void plain_ftmsmv(GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei samples,
GLint base, GLsizei views) {
if (!mv_msrtt_logged++)
LOG("GL shim: multiview multisampled render-to-texture (%d samples) drawn single-sampled", (int)samples);
if (r_plain_ftmv) r_plain_ftmv(target, attachment, texture, level, base, views);
}
__attribute__((visibility("default"))) __eglMustCastToProperFunctionPointerType eglGetProcAddress(const char *name) {
pthread_once(&once, init);
@@ -432,6 +455,10 @@ __attribute__((visibility("default"))) __eglMustCastToProperFunctionPointerType
return name[2] == 'F' ? (__eglMustCastToProperFunctionPointerType)plain_ft2dms
: (__eglMustCastToProperFunctionPointerType)plain_rbsms;
}
if (unreal && !strcmp(name, "glFramebufferTextureMultisampleMultiviewOVR")) {
if (!r_plain_ftmv) r_plain_ftmv = (PFN_FTMV)real_eglGetProcAddress("glFramebufferTextureMultiviewOVR");
return (__eglMustCastToProperFunctionPointerType)plain_ftmsmv;
}
#ifdef GLSHIM_TRACE // build with -DGLSHIM_TRACE for eye-buffer / draw / error tracing
WRAP("glFramebufferTextureMultiviewOVR", real_ftmv, w_ftmv)
WRAP("glFramebufferTextureMultisampleMultiviewOVR", real_ftmsmv, w_ftmsmv)
+148 -7
View File
@@ -9,10 +9,14 @@
//
// FramePort renames the "ovrp_Update2" lookup in libunity.so to "fpov_Update2" (same length) and adds this library to
// libOVRPlugin.so's DT_NEEDED, so Unity's dlsym on the plugin finds this function: it waits for the frame first (once
// per frame index, render step only), then calls the real ovrp_Update2.
// per frame index, render step only), then calls the real ovrp_Update2 (render step; the physics step: see below).
#include <android/log.h>
#include <dlfcn.h>
#include <pthread.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#define TAG "FrameBridge"
#define EXPORT __attribute__((visibility("default")))
@@ -25,31 +29,168 @@ static PFN_Update2 real_update2;
static PFN_WaitToBeginFrame real_wait;
static pthread_once_t once = PTHREAD_ONCE_INIT;
// Per-game settings (the same sources as FrameBridge and the GL shim, later ones winning): the frame-begin gate and
// the held-back physics update below were needed by Sniper Elite VR; in Unity 2019 games (BattleSisters) holding the
// physics update back made the hands lag and the gate made loading screens stutter, so both are off unless the recipe
// turns them on (ovrp_begin_gate=1, ovrp_hold_physics=1).
static int begin_gate, hold_physics;
static void read_conf_file(const char *path) {
FILE *f = fopen(path, "r");
if (!f) return;
char line[256];
while (fgets(line, sizeof(line), f)) {
if (!strncmp(line, "ovrp_begin_gate=", 16)) begin_gate = atoi(line + 16);
if (!strncmp(line, "ovrp_hold_physics=", 18)) hold_physics = atoi(line + 18);
}
fclose(f);
}
static void read_conf(void) {
Dl_info info;
char path[600];
if (dladdr((void *)read_conf, &info) && info.dli_fname) {
const char *slash = strrchr(info.dli_fname, '/');
if (slash && slash - info.dli_fname < 500) {
snprintf(path, sizeof(path), "%.*s/libframe_settings.so", (int)(slash - info.dli_fname), info.dli_fname);
read_conf_file(path);
}
}
char pkg[256] = {0};
FILE *f = fopen("/proc/self/cmdline", "r");
if (f) {
size_t n = fread(pkg, 1, sizeof(pkg) - 1, f);
fclose(f);
pkg[n] = 0;
}
char *colon = strchr(pkg, ':');
if (colon) *colon = 0;
if (*pkg && !strchr(pkg, '/')) {
snprintf(path, sizeof(path), "/sdcard/Android/data/%s/files/framebridge.conf", pkg);
read_conf_file(path);
}
const char *env = getenv("FRAMEBRIDGE_CONFIG");
if (env && *env) read_conf_file(env);
}
static void init(void) {
read_conf();
void *ovrp = dlopen("libOVRPlugin.so", RTLD_NOW | RTLD_NOLOAD);
if (!ovrp) ovrp = dlopen("libOVRPlugin.so", RTLD_NOW);
if (ovrp) {
real_update2 = (PFN_Update2)dlsym(ovrp, "ovrp_Update2");
real_wait = (PFN_WaitToBeginFrame)dlsym(ovrp, "ovrp_WaitToBeginFrame");
}
LOG("ovrp frame loop shim: ovrp_Update2 %s, ovrp_WaitToBeginFrame %s", real_update2 ? "OK" : "MISSING",
real_wait ? "OK" : "MISSING");
LOG("ovrp frame loop shim: ovrp_Update2 %s, ovrp_WaitToBeginFrame %s, begin gate %d, hold physics %d",
real_update2 ? "OK" : "MISSING", real_wait ? "OK" : "MISSING", begin_gate, hold_physics);
}
#define STEP_RENDER (-1) // ovrpStep_Render
static void mouse_click_frame(void); // below: controller presses as Unity mouse clicks
// xrWaitFrame blocks until the frame waited for before it has begun (xrBeginFrame). Unity begins frames on its render
// thread, which sometimes skips one (scene activation) and then waits for the main thread: our next wait never
// returned (Sniper Elite VR hung at its Init scene, main thread in SteamVR's CSxrSession::StartNextFrame, render
// thread idle). FramePort also renames libunity.so's "ovrp_BeginFrame"/"ovrp_EndFrame" lookups to the functions below.
// Once a begin has come through, the main thread first waits (≤ BEGIN_TIMEOUT_MS) for the last waited frame to begin
// and skips this frame's wait if it doesn't (normally the render thread begins it within a frame: pacing unchanged).
// OVRPlugin only begins the frame index it waited for (else "outside of frame bounds" and no xrBeginFrame, after which
// the next wait blocked for good), so a begin of another index while a wait is outstanding becomes a begin of the
// waited index, and the matching end follows it.
#define BEGIN_TIMEOUT_MS 50
static pthread_mutex_t begin_lock = PTHREAD_MUTEX_INITIALIZER;
static pthread_cond_t begin_cond = PTHREAD_COND_INITIALIZER;
static int begin_hooked; // fpov_BeginFrame has been called: the gate is armed
static int outstanding = -1; // frame index waited for and not begun yet, else -1 (under begin_lock)
static int remap_from = -1, remap_to = -1; // the last begin that was given the waited index (for its end)
static int last_wait_begun(int frame_index) {
if (!begin_gate) return 1;
pthread_mutex_lock(&begin_lock);
struct timespec until;
clock_gettime(CLOCK_REALTIME, &until);
until.tv_nsec += BEGIN_TIMEOUT_MS * 1000000L;
if (until.tv_nsec >= 1000000000L) until.tv_sec++, until.tv_nsec -= 1000000000L;
while (begin_hooked && outstanding >= 0)
if (pthread_cond_timedwait(&begin_cond, &begin_lock, &until)) break;
int ok = !begin_hooked || outstanding < 0;
if (ok) outstanding = frame_index;
pthread_mutex_unlock(&begin_lock);
return ok;
}
// Unity's physics step updates OVRPlugin's poses with prediction 0 ("now"). OVRPlugin takes "now" from the monotonic
// clock, which is the XrTime base on a Quest but not on the Frame (its XrTime ran 0.05-0.9 s ahead), so it located
// every node that much in the past (the runtime extrapolates backwards), and the render-step reads after it got those
// poses too: the game's hands trailed the controllers by several centimetres whenever they moved (Sniper Elite VR). A
// larger prediction doesn't reach (OVRPlugin caps it at ~0.07 s), so the physics update isn't passed on: OVRPlugin
// keeps the render update's display-time poses for the whole frame (physics and render reads agree).
#define STEP_PHYSICS 0
EXPORT int fpov_Update2(int step, int frame_index, double prediction_seconds) {
pthread_once(&once, init);
static int last_waited = -1, logged;
static int last_waited = -1, rendered, logged, skipped, last_result;
if (step == STEP_RENDER && real_wait && frame_index != last_waited) {
last_waited = frame_index;
int r = real_wait(frame_index);
if (logged++ < 3) LOG("ovrp frame loop shim: waited for frame %d: %d", frame_index, r);
if (last_wait_begun(frame_index)) {
int r = real_wait(frame_index);
if (logged++ < 3) LOG("ovrp frame loop shim: waited for frame %d: %d", frame_index, r);
} else if (skipped++ < 20 || skipped % 1000 == 0) {
LOG("ovrp frame loop shim: frame %d: the last waited frame wasn't begun within %d ms, not waiting "
"(%d times)", frame_index, BEGIN_TIMEOUT_MS, skipped);
}
mouse_click_frame();
}
return real_update2 ? real_update2(step, frame_index, prediction_seconds) : -1000; // ovrpFailure
if (hold_physics && step == STEP_PHYSICS && rendered) return last_result; // see above: keeps the display-time poses
int r = real_update2 ? real_update2(step, frame_index, prediction_seconds) : -1000; // ovrpFailure
if (step == STEP_RENDER) rendered = 1, last_result = r;
return r;
}
// Unity's legacy ovrp_BeginFrame(frameIndex) / ovrp_EndFrame(frameIndex) on the render thread; further arguments
// (older plugins) are passed on as they are
typedef int (*PFN_FrameCall)(long, long, long, long);
static PFN_FrameCall ovrp_fn(const char *name) {
void *ovrp = dlopen("libOVRPlugin.so", RTLD_NOW | RTLD_NOLOAD);
PFN_FrameCall fn = ovrp ? (PFN_FrameCall)dlsym(ovrp, name) : 0;
LOG("ovrp frame loop shim: %s %s", name, fn ? "OK" : "MISSING");
return fn;
}
EXPORT int fpov_BeginFrame(long frame, long b, long c, long d) {
static PFN_FrameCall real;
static int logged;
pthread_once(&once, init); // the settings (begin_gate) before the first begin
if (!real) real = ovrp_fn("ovrp_BeginFrame");
pthread_mutex_lock(&begin_lock);
long index = frame;
if (begin_gate && outstanding >= 0 && outstanding != (int)frame) {
index = outstanding;
remap_from = (int)frame, remap_to = outstanding;
} else {
remap_from = remap_to = -1;
}
pthread_mutex_unlock(&begin_lock);
int r = real ? real(index, b, c, d) : -1000;
if (index != frame && logged++ < 20)
LOG("ovrp frame loop shim: begin frame %ld as waited frame %ld: %d", frame, index, r);
pthread_mutex_lock(&begin_lock);
begin_hooked = 1;
outstanding = -1; // the waited frame (if any) is begun now
pthread_cond_broadcast(&begin_cond);
pthread_mutex_unlock(&begin_lock);
return r;
}
EXPORT int fpov_EndFrame(long frame, long b, long c, long d) {
static PFN_FrameCall real;
if (!real) real = ovrp_fn("ovrp_EndFrame");
pthread_mutex_lock(&begin_lock);
if ((int)frame == remap_from) frame = remap_to;
pthread_mutex_unlock(&begin_lock);
return real ? real(frame, b, c, d) : -1000;
}
// ---------------------------------------------------------------- input diagnostics (pass-through)
+215
View File
@@ -0,0 +1,215 @@
# fp_venc — specification
A small program that runs **on the Steam Frame** (SteamOS, aarch64 Linux with glibc) and hardware-encodes the
SteamVR "headset view" webcam to an H.264 elementary stream on stdout. FramePort's live view (PC side) pipes that
stream into ffmpeg on the Frame, which adds sound and packs fragmented MP4. The program is used for **live viewing
only**: low latency, constant bitrate, evenly spaced frames, a keyframe whenever the viewer side asks for one.
Sources: the Linux kernel's V4L2 documentation (`Documentation/userspace-api/media/v4l/dev-encoder.rst` = the
memory-to-memory stateful encoder interface, `ext-ctrls-codec.rst`, `buffer.rst`, `vidioc-*.rst`), the DRM KMS UAPI
(`drm_mode.h`), and the facts measured on the Frame listed in "Measured facts". Nothing else.
## Files
- `native/venc/convert.h`, `convert.c` — the picture converter (pure computation, no syscalls). Must compile for
**aarch64** (NEON path + scalar path) **and x86_64** (scalar path only; used by the host unit test).
- `native/venc/sys.h` (+ `.c` if wanted) — raw Linux aarch64 syscalls (`svc #0`), `_start`, `memcpy`/`memset`/`memmove`
(the compiler may emit calls to them), small string/number helpers (parse decimal, print decimal, write a whole buffer).
- `native/venc/fp_venc.c` — command line, source, encoder, DRM refresh query, main loop.
- `native/venc/include/sys/time.h` — minimal stub so the kernel UAPI `linux/videodev2.h` compiles without a libc
(`struct timeval { long tv_sec; long tv_usec; };` and whatever else that header needs).
- `native/build.py` — a `build_venc(tc)` step (see "Build").
Keep it small and readable: plain C11, no clever macros, comments that explain *why*. Target ≤ ~900 lines total.
## Build
No libc exists at build time (the toolchain is the Android NDK's clang; its sysroot is bionic). The program is a fully
static, freestanding executable:
```
clang --target=aarch64-linux-gnu -ffreestanding -nostdlib -nostdlibinc -static -fno-stack-protector
-fno-builtin -O2 -Wall -Wextra -Werror -fuse-ld=lld -Wl,--build-id=none -Wl,-z,max-page-size=65536
-e _start -I native/venc/include -I <uapi> -ffile-prefix-map=<native dir>=native
fp_venc.c convert.c [sys.c] -o artifacts/linux-arm64-bin/fp_venc
```
- `<uapi>`: a staging directory made by build.py under `native/.cache/uapi-arm64/` containing **only** copies of the
NDK sysroot's kernel UAPI folders `usr/include/linux`, `usr/include/asm-generic`, `usr/include/drm` and
`usr/include/aarch64-linux-android/asm` (as `asm/`). Never put the bionic libc headers on the include path.
- `stdint.h`, `stddef.h`, `stdbool.h` and `arm_neon.h` come from clang's own resource directory (allowed).
- Floating point is allowed but not needed; prefer integer math.
- Add `venc` to build.py's `--only` default list, the docstring, the `steps` dict and the ordered build tuple (last).
The step creates `artifacts/linux-arm64-bin/` itself (not `linux-arm64/`: that folder is uploaded whole as the OpenXR layer). `write_sums()` then lists the new file.
- The binary must be reproducible (same source → same bytes) and contain no local paths.
## Command line
```
fp_venc [--height N] [--bitrate BPS] [--peak BPS] [--fps N] [--max-fps N] [--gop-seconds N]
[--source PATH] [--encoder PATH] [--probe | --selftest]
```
- `--height N`: output height, scaled **down** only. Default: the source height. See "Output size".
- `--bitrate BPS`: target bitrate in bit/s. Default 3000000.
- `--peak BPS`: above the bitrate = VBR capped at this peak (the live view uses 1.5×), else CBR.
- `--fps N`: output frame rate; overrides the automatic choice.
- `--max-fps N`: cap for the automatic choice. Default 45.
- `--gop-seconds N`: keyframe interval in seconds. Default 4.
- `--source PATH`: V4L2 capture device. Default: the `/dev/videoN` whose `/sys/class/video4linux/videoN/name` is
exactly `SteamVR` (strip the trailing newline).
- `--encoder PATH`: the encoder node. Default: `/dev/video-enc0` if it exists, else the first
`/sys/class/video4linux/videoN` whose `name` contains `encoder` and that passes the capability check below.
- `--probe`: do every setup step up to and including buffer allocation (no STREAMON, no frames), print the info JSON
(below) on **stdout**, exit.
- `--selftest`: run the converter self-test (below) and exit. Needs no devices.
Exit codes: 0 ok · 1 self-test failed / runtime error after streaming started · 2 bad arguments · 3 no source
device · 4 hardware encoder not usable (missing, wrong caps, a required format refused, any setup ioctl failed).
When the environment variable `FP_VENC_DISABLE=1` is set, setup fails with exit 4 (used to test the fallback).
The environment is on the stack after argv (`_start`: `argc` at `[sp]`, `argv` at `sp+8`, `envp` after argv's NULL).
### Info JSON
One line, keys in this order, no spaces:
`{"encoder":"/dev/video23","source":"/dev/video99","src":[1920,1080],"out":[1280,720],"refresh":96,"fps":32,"bitrate":3000000}`
`refresh` is the panel rate in whole Hz (0 when unknown). In normal (streaming) mode the same line is written to
**stderr** right after setup, prefixed `fp_venc: info ` — the PC side reads it for its status line.
## Frame rate
1. Read the panel's current refresh rate through DRM (read-only, no master needed; `/dev/dri/card0` is mode 0666 on
the Frame): open `/dev/dri/card0` (`O_RDWR|O_CLOEXEC`), `DRM_IOCTL_MODE_GETRESOURCES` once for the counts and
once more with an array for the CRTC ids, then `DRM_IOCTL_MODE_GETCRTC` for each. Among CRTCs with `mode_valid`,
take the one with the largest `hdisplay × vdisplay`. Rate in milli-Hz = `clock(kHz) × 1 000 000 / (htotal × vtotal)`;
round to whole Hz. Any failure → refresh unknown.
2. `fps` = `--fps` if given; else if the refresh is known: `refresh / ceil(refresh / max_fps)` (integer division,
rounded to nearest): 72→36, 80→40, 90→45, 96→32, 108→36, 120→40, 144→36; else 30.
Rationale: frames on an even grid of the panel's refresh look smooth; 30 fps on a 72/96 Hz panel judders.
## Output size
`out_h = min(--height or src_h, src_h)`, rounded **down** to even. `out_w = floor(src_w × out_h / src_h)` rounded down
to even. Both ≥ 2. (1920×1080 → 360: 640×360; 480: 852×480; 720: 1280×720; 1080: 1920×1080.)
## Converter (`convert.h`)
```c
#include <stdint.h>
#include <stddef.h>
void fp_out_size(int src_w, int src_h, int max_h, int *out_w, int *out_h); /* rule above; max_h <= 0 = src_h */
size_t fp_scratch_size(int src_w, int src_h, int out_w, int out_h); /* bytes of scratch fp_convert needs */
/* RGB24 (R,G,B bytes) → NV12 (BT.709, limited range). Writes out_w×out_h luma and out_w×out_h/2 interleaved CbCr. */
void fp_convert_scalar(const uint8_t *src, int src_w, int src_h, int src_stride,
uint8_t *y, int y_stride, uint8_t *uv, int uv_stride,
int out_w, int out_h, void *scratch);
void fp_convert(/* same parameters */); /* NEON on aarch64; identical to fp_convert_scalar elsewhere */
```
Both functions must produce **bit-identical** output; the exact definition is:
1. **Scaling (box average).** For output column `i` the source columns are `[x0, x1)` with
`x0 = i·src_w / out_w`, `x1 = (i+1)·src_w / out_w` (integer division); rows likewise with `src_h/out_h`. Each
channel of output pixel (i, j) is `(S + n/2) / n` (integer division), `S` = sum of that channel over the block,
`n` = block width × block height. When the size is unchanged this is the identity.
2. **Luma** from each scaled pixel (R, G, B):
`Y = 16 + ((47·R + 157·G + 16·B + 128) >> 8)`.
3. **Chroma** per 2×2 block of scaled pixels: first average each channel, `C = (c00 + c01 + c10 + c11 + 2) >> 2`,
then `Cb = 128 + ((−26·R − 86·G + 112·B + 128) >> 8)`, `Cr = 128 + ((112·R − 102·G − 10·B + 128) >> 8)`
(`>>` on a signed 32-bit value = floor division by 256). Write Cb then Cr.
4. Clamp Y to [16, 235] and Cb/Cr to [16, 240] (the formulas already stay inside; clamp anyway).
The input is sRGB-encoded full-range RGB; no linearisation (video expects gamma-encoded values).
**Performance:** at 1920×1080 → 1920×1080 the aarch64 `fp_convert` should take ≤ 4 ms per frame on one core; scaled
outputs not more. Suggested shape (free to differ if output stays identical): NEON vertical accumulation of the rows of
each output row into a uint16/uint32 row buffer, horizontal block sums + division (a per-block-size reciprocal table is
fine only if it is exact for every possible sum; otherwise divide), NEON colour conversion with `vld3`/widening
multiplies. The identity size gets a direct NEON path (no box step). Exact 3:2 and 3:1 ratios (720p and 360p from
1080p) get their own NEON paths: the boxes repeat every 3 source pixels (widths 1,2 resp. 3), so the averages are
rounding shifts / an exact multiply (×7282 >> 16 = ÷9 for every possible sum). The self-test covers them, including
columns left over after the 48-pixel steps (1158×648 → 432/216).
### Self-test (`--selftest`)
Deterministic synthetic images (a 32-bit LCG noise image, a horizontal gradient, solid black/white/red/green/blue,
a 1-pixel checkerboard) at source sizes 1920×1080, 1922×1080, 333×201 and 64×64, each converted for max heights
{source height, 720, 480, 360, 100} where ≤ source height. `fp_convert` must equal `fp_convert_scalar` byte for byte
(Y and UV planes, using strides larger than the width to catch stride bugs). Print `fp_venc: selftest ok (N cases)` or
the first mismatch (size, plane, x, y, both values) on stderr; exit 0/1. Also time 50 conversions 1920×1080→1080 and
→720 and print the average ms each.
## Source (V4L2 capture, `/dev/video99`)
v4l2loopback device written by SteamVR's `v4l2cam` (single-planar `V4L2_BUF_TYPE_VIDEO_CAPTURE`).
- Open `O_RDWR|O_NONBLOCK|O_CLOEXEC`. `VIDIOC_QUERYCAP`: needs `V4L2_CAP_VIDEO_CAPTURE` + `V4L2_CAP_STREAMING`
(check `device_caps` when `V4L2_CAP_DEVICE_CAPS` is set). `VIDIOC_G_FMT`: pixelformat must be `V4L2_PIX_FMT_RGB24`
(else exit 4); use its width, height and `bytesperline` (0 → width×3).
- `VIDIOC_REQBUFS` 3 × `V4L2_MEMORY_MMAP`, `VIDIOC_QUERYBUF` + `mmap(PROT_READ, MAP_SHARED)` each, `VIDIOC_QBUF` all,
`VIDIOC_STREAMON`.
- At most one dequeued buffer is held (the newest frame). When a newer one is dequeued, re-queue the held one first.
Drain all ready buffers on each wake-up so the held one is always the newest.
## Encoder (V4L2 memory-to-memory, multi-planar)
Follow the "Initialization" and "Encoding" sections of `dev-encoder.rst`:
1. Open `O_RDWR|O_NONBLOCK|O_CLOEXEC`. `VIDIOC_QUERYCAP`: needs `V4L2_CAP_VIDEO_M2M_MPLANE` and
`V4L2_CAP_STREAMING` (in `device_caps`).
2. **Coded format first** — `VIDIOC_S_FMT` on `V4L2_BUF_TYPE_VIDEO_CAPTURE_MPLANE`: `pixelformat = V4L2_PIX_FMT_H264`,
width/height = out size, `num_planes = 1`. Must come back as H264 (else exit 4). Its `sizeimage` is the size of
the encoded-frame buffers.
3. **Raw format** — `VIDIOC_S_FMT` on `V4L2_BUF_TYPE_VIDEO_OUTPUT_MPLANE`: `V4L2_PIX_FMT_NV12`, out size,
`num_planes = 1`, `colorspace = V4L2_COLORSPACE_REC709`, `ycbcr_enc = V4L2_YCBCR_ENC_709`,
`quantization = V4L2_QUANTIZATION_LIM_RANGE`, `xfer_func = V4L2_XFER_FUNC_709`. Use what comes back:
`num_planes` must be 1 (else exit 4); `stride = plane_fmt[0].bytesperline`; the returned `height` is the padded
height `H'`; the CbCr plane starts at `stride × H'` inside the same buffer; require
`stride × H' × 3/2 ≤ plane_fmt[0].sizeimage` and `stride ≥ out_w` (else exit 4).
4. **Visible rectangle** — `VIDIOC_S_SELECTION` (type `V4L2_BUF_TYPE_VIDEO_OUTPUT`, target `V4L2_SEL_TGT_CROP`,
rect 0,0,out_w,out_h). If the driver rejects the single-planar type, retry with the `_MPLANE` type. Failure is only
a warning when `G_SELECTION` already reports that rectangle.
5. **Frame rate** — `VIDIOC_S_PARM` on the OUTPUT queue: `timeperframe = 1/fps` (warning on failure).
6. **Controls** — `VIDIOC_S_EXT_CTRLS` (or `VIDIOC_S_CTRL` one by one), each best-effort: a refused control prints
`fp_venc: warning: <name> refused (<errno>)` and continues:
- `V4L2_CID_MPEG_VIDEO_H264_PROFILE` = HIGH; `V4L2_CID_MPEG_VIDEO_H264_LEVEL` = the lowest level whose limits
(H.264 Table A-1: MaxFS macroblocks per frame, MaxMBPS macroblocks per second, MaxBR ×1.25 for High in kbit/s)
fit out size × fps × bitrate, among 3.1, 3.2, 4, 4.1, 4.2, 5, 5.1, 5.2;
- `V4L2_CID_MPEG_VIDEO_BITRATE_MODE` = CBR; `V4L2_CID_MPEG_VIDEO_BITRATE` = bitrate;
`V4L2_CID_MPEG_VIDEO_BITRATE_PEAK` = bitrate; `V4L2_CID_MPEG_VIDEO_FRAME_RC_ENABLE` = 1;
- `V4L2_CID_MPEG_VIDEO_B_FRAMES` = 0; `V4L2_CID_MPEG_VIDEO_GOP_SIZE` = fps × gop_seconds;
- `V4L2_CID_MPEG_VIDEO_HEADER_MODE` = JOINED_WITH_1ST_FRAME; `V4L2_CID_MPEG_VIDEO_PREPEND_SPSPPS_TO_IDR` = 1
(every keyframe is decodable on its own — a viewer may join at any keyframe);
- `V4L2_CID_MPEG_VIDEO_FRAME_SKIP_MODE` = DISABLED (one output frame per input frame: the PC side derives
timestamps from the frame count).
7. **Buffers** — `VIDIOC_REQBUFS` OUTPUT_MPLANE 4 × MMAP and CAPTURE_MPLANE 4 × MMAP; `VIDIOC_QUERYBUF` + `mmap` every
buffer (OUTPUT: read/write, fill with Y=16/CbCr=128 once so padding rows are defined; CAPTURE: read).
(`--probe` stops here: print the JSON, exit 0.)
8. Queue all CAPTURE buffers, `VIDIOC_STREAMON` both queues.
9. Per frame: write NV12 into a free OUTPUT buffer (`bytesused` = sizeimage), `VIDIOC_QBUF`. Dequeue finished OUTPUT
buffers (they become free). Dequeue CAPTURE buffers: write `bytesused − data_offset` bytes from
`mem + data_offset` to stdout, re-queue. `V4L2_BUF_FLAG_ERROR` on a capture buffer: re-queue, count, don't write.
`V4L2_BUF_FLAG_LAST`: the encoder is drained.
10. **Keyframe on request** — set `V4L2_CID_MPEG_VIDEO_FORCE_KEY_FRAME` (button) just before queuing the next frame.
11. **Stop** — `VIDIOC_ENCODER_CMD` `V4L2_ENC_CMD_STOP`, keep dequeuing/writing CAPTURE buffers until one has
`V4L2_BUF_FLAG_LAST` (or 1 s passes), `VIDIOC_STREAMOFF` both queues, close, exit 0.
## Main loop and timing
- Ignore `SIGPIPE` (`rt_sigaction` with `SIG_IGN`; no restorer needed for SIG_IGN) so a closed stdout is an `EPIPE`
error → stop quietly (exit 0).
- **stdin protocol** (stdin is the SSH channel; non-blocking reads after `poll`): byte `k` = request a keyframe;
byte `q` or end of file = stop (step 11); other bytes ignored.
- **Fixed frame grid.** `t0` = `CLOCK_MONOTONIC` when streaming starts; slot `n` is due at `t0 + n·10⁹/fps` ns.
Exactly **one** frame is queued per slot, always: at slot time, convert the held (newest) source frame — even if it
was already used, e.g. while the headset is in standby the source delivers ~1 fps — so the stream's frame count
always equals elapsed time × fps. The ffmpeg side relies on that (`-framerate fps`, no timestamps in the stream).
Before the first source frame arrives, submit black frames (Y=16, CbCr=128).
- If no OUTPUT buffer is free at slot time, wait for one (it's the encoder's latency; normal is a few ms). If the loop
falls behind (several slots due), submit the missed slots back to back with the same picture. If more than `fps`
slots (1 s) are missed at once (e.g. the process was stopped), log it, skip forward to the current slot and continue.
- Wait with `ppoll` on: source fd (POLLIN), encoder fd (POLLIN = capture ready, POLLOUT = output buffer done),
stdin (POLLIN|POLLHUP), timeout = time to the next slot.
- stdout writes are blocking writes of whole packets (loop over partial writes; `EINTR`/`EAGAIN` retry).
- Every 10 s print one stderr line: `fp_venc: stats frames=<n> repeats=<frames that reused an already-sent picture>
late=<slots submitted late> skipped=<slots skipped> kbps=<average output bitrate>`.
- All stderr lines start with `fp_venc: `. No output on stdout except the H.264 stream (or the probe JSON).
## Measured facts (the Frame, SteamOS 0.3.0 kernel 6.18, 2026-10-07)
- Encoder: `/dev/video23` (`/dev/video-enc0` → it), name `qcom-iris-encoder`, driver `iris_driver`, caps
M2M multiplanar + streaming. OUTPUT formats: Q08C, NV12, NV21, AB24, QC24. CAPTURE formats: H264, HEVC. Frame sizes
128×128 … 8192×8192 step 1. The `steamos` user can open it (group `video`).
- NV12 S_FMT results (stride / returned height / sizeimage): 640×360 → 640/384/368640; 854×480 → 896/480/647168;
1280×720 → 1280/736/1413120; 1920×1080 → 1920/1088/3133440. Default OUTPUT crop = the requested size.
- Controls present: B_FRAMES (0–7), GOP_SIZE, BITRATE_MODE (VBR, CBR), BITRATE / BITRATE_PEAK (≤ 245 000 000),
FRAME_RC_ENABLE, HEADER_MODE (separate, joined with 1st frame), FORCE_KEY_FRAME, H264 PROFILE (Baseline, Constrained
Baseline, Main, High, Constrained High), H264 LEVEL (1 … 6.0, default 5), PREPEND_SPSPPS_TO_IDR, FRAME_SKIP_MODE,
H264 entropy (CABAC default), I/P QP ranges, intra-refresh period, LTR, hierarchical coding.
- Source: `/dev/video99`, v4l2loopback, name `SteamVR`, single-planar capture, RGB24 only, 1920×1080, bytesperline
5760, advertised 30 fps but frames come at the panel rate when worn, ~1.1 fps in standby.
- DRM: `/dev/dri/card0` (msm, mode 0666); one active CRTC 4320×2160 (`2*2160x2160_96`, clock 1402720 kHz,
htotal 4448, vtotal 3285 → 96.00 Hz). The panel offers 72/80/90/96/108/120/144 Hz.
- ffmpeg's stock `h264_v4l2m2m` hangs on this encoder; that's why this program exists.
+356
View File
@@ -0,0 +1,356 @@
/* RGB24 -> NV12 converter (see convert.h and SPEC.md "Converter"). The scalar code is the definition; the NEON code
* must produce the same bytes (fp_venc --selftest compares them). */
#include "convert.h"
#if defined(__aarch64__)
#include <arm_neon.h>
#endif
void fp_out_size(int src_w, int src_h, int max_h, int *out_w, int *out_h)
{
int h = (max_h <= 0 || max_h > src_h) ? src_h : max_h;
h &= ~1;
int w = (int)((int64_t)src_w * h / src_h) & ~1;
*out_w = w < 2 ? 2 : w;
*out_h = h < 2 ? 2 : h;
}
static size_t align16(size_t n) { return (n + 15) & ~(size_t)15; }
/* Scratch layout for scaled output: per-column channel sums of the current output row's source rows (uint32, or
* uint16 in the NEON path), the source column where each output column starts, and two scaled RGB rows (one NV12
* row pair: chroma needs both). */
size_t fp_scratch_size(int src_w, int src_h, int out_w, int out_h)
{
(void)src_h;
(void)out_h;
return align16((size_t)src_w * 3 * 4) + align16(((size_t)out_w + 1) * 4) + align16((size_t)out_w * 6 + 16);
}
static uint8_t clamp_u8(int v, int lo, int hi) { return (uint8_t)(v < lo ? lo : v > hi ? hi : v); }
/* BT.709 limited range. `>>` on a negative int is an arithmetic (floor) shift with clang/gcc on every target we
* build for, which is what the spec's formula means. */
static uint8_t luma(int r, int g, int b) { return clamp_u8(16 + ((47 * r + 157 * g + 16 * b + 128) >> 8), 16, 235); }
static uint8_t cb_of(int r, int g, int b) { return clamp_u8(128 + ((-26 * r - 86 * g + 112 * b + 128) >> 8), 16, 240); }
static uint8_t cr_of(int r, int g, int b) { return clamp_u8(128 + ((112 * r - 102 * g - 10 * b + 128) >> 8), 16, 240); }
/* One NV12 row pair from two RGB rows, columns [x, w) (w even). */
static void pair_scalar(const uint8_t *r0, const uint8_t *r1, int x, int w, uint8_t *y0, uint8_t *y1, uint8_t *uv)
{
for (; x < w; x += 2) {
const uint8_t *a = r0 + x * 3, *b = r1 + x * 3;
y0[x] = luma(a[0], a[1], a[2]);
y0[x + 1] = luma(a[3], a[4], a[5]);
y1[x] = luma(b[0], b[1], b[2]);
y1[x + 1] = luma(b[3], b[4], b[5]);
int r = (a[0] + a[3] + b[0] + b[3] + 2) >> 2;
int g = (a[1] + a[4] + b[1] + b[4] + 2) >> 2;
int bl = (a[2] + a[5] + b[2] + b[5] + 2) >> 2;
uv[x] = cb_of(r, g, bl);
uv[x + 1] = cr_of(r, g, bl);
}
}
struct layout { uint32_t *colsum; int32_t *xb; uint8_t *rgb; };
static struct layout split(void *scratch, int src_w, int out_w)
{
struct layout l;
uint8_t *p = scratch;
l.colsum = (uint32_t *)p;
p += align16((size_t)src_w * 3 * 4);
l.xb = (int32_t *)p;
p += align16(((size_t)out_w + 1) * 4);
l.rgb = p;
for (int i = 0; i <= out_w; i++) l.xb[i] = (int32_t)((int64_t)i * src_w / out_w);
return l;
}
void fp_convert_scalar(const uint8_t *src, int src_w, int src_h, int src_stride,
uint8_t *y, int y_stride, uint8_t *uv, int uv_stride,
int out_w, int out_h, void *scratch)
{
if (out_w == src_w && out_h == src_h) {
for (int j = 0; j < out_h; j += 2)
pair_scalar(src + (size_t)j * src_stride, src + (size_t)(j + 1) * src_stride, 0, out_w,
y + (size_t)j * y_stride, y + (size_t)(j + 1) * y_stride, uv + (size_t)(j / 2) * uv_stride);
return;
}
struct layout l = split(scratch, src_w, out_w);
int cols = src_w * 3;
for (int j = 0; j < out_h; j++) {
int ya = (int)((int64_t)j * src_h / out_h), yb = (int)((int64_t)(j + 1) * src_h / out_h);
for (int k = 0; k < cols; k++) l.colsum[k] = 0;
for (int r = ya; r < yb; r++) {
const uint8_t *row = src + (size_t)r * src_stride;
for (int k = 0; k < cols; k++) l.colsum[k] += row[k];
}
uint8_t *out = l.rgb + (size_t)(j & 1) * out_w * 3;
for (int i = 0; i < out_w; i++) {
int xa = l.xb[i], xe = l.xb[i + 1];
uint64_t n = (uint64_t)(xe - xa) * (uint64_t)(yb - ya);
for (int c = 0; c < 3; c++) {
uint64_t s = 0;
for (int x = xa; x < xe; x++) s += l.colsum[x * 3 + c];
out[i * 3 + c] = (uint8_t)((s + n / 2) / n);
}
}
if (j & 1)
pair_scalar(l.rgb, l.rgb + (size_t)out_w * 3, 0, out_w, y + (size_t)(j - 1) * y_stride,
y + (size_t)j * y_stride, uv + (size_t)(j / 2) * uv_stride);
}
}
#if defined(__aarch64__)
/* 16 pixels of 2 rows -> 32 luma bytes + 8 CbCr pairs. All intermediates fit: luma sums <= 220*255+128 < 2^16
* (uint16), chroma partial sums stay within +-28688 (int16). vrshrn_n_u16(x, 8) == (x + 128) >> 8 and
* vrshrq_n_u16(x, 2) == (x + 2) >> 2 exactly (the rounding add is done without overflow). */
static inline uint8x16_t luma16(uint8x16x3_t p)
{
uint16x8_t lo = vmull_u8(vget_low_u8(p.val[0]), vdup_n_u8(47));
lo = vmlal_u8(lo, vget_low_u8(p.val[1]), vdup_n_u8(157));
lo = vmlal_u8(lo, vget_low_u8(p.val[2]), vdup_n_u8(16));
uint16x8_t hi = vmull_u8(vget_high_u8(p.val[0]), vdup_n_u8(47));
hi = vmlal_u8(hi, vget_high_u8(p.val[1]), vdup_n_u8(157));
hi = vmlal_u8(hi, vget_high_u8(p.val[2]), vdup_n_u8(16));
uint8x16_t yv = vaddq_u8(vcombine_u8(vrshrn_n_u16(lo, 8), vrshrn_n_u16(hi, 8)), vdupq_n_u8(16));
return vminq_u8(vmaxq_u8(yv, vdupq_n_u8(16)), vdupq_n_u8(235));
}
static inline uint8x8_t chroma8(int16x8_t r, int16x8_t g, int16x8_t b, int16_t kr, int16_t kg, int16_t kb)
{
int16x8_t v = vmulq_n_s16(r, kr);
v = vmlaq_n_s16(v, g, kg);
v = vmlaq_n_s16(v, b, kb);
v = vshrq_n_s16(vaddq_s16(v, vdupq_n_s16(128)), 8); /* arithmetic = floor */
v = vaddq_s16(v, vdupq_n_s16(128));
v = vminq_s16(vmaxq_s16(v, vdupq_n_s16(16)), vdupq_n_s16(240));
return vqmovun_s16(v);
}
static void pair_neon(const uint8_t *r0, const uint8_t *r1, int w, uint8_t *y0, uint8_t *y1, uint8_t *uv)
{
int x = 0;
for (; x + 16 <= w; x += 16) {
uint8x16x3_t a = vld3q_u8(r0 + x * 3), b = vld3q_u8(r1 + x * 3);
vst1q_u8(y0 + x, luma16(a));
vst1q_u8(y1 + x, luma16(b));
int16x8_t rr = vreinterpretq_s16_u16(vrshrq_n_u16(vpadalq_u8(vpaddlq_u8(a.val[0]), b.val[0]), 2));
int16x8_t gg = vreinterpretq_s16_u16(vrshrq_n_u16(vpadalq_u8(vpaddlq_u8(a.val[1]), b.val[1]), 2));
int16x8_t bb = vreinterpretq_s16_u16(vrshrq_n_u16(vpadalq_u8(vpaddlq_u8(a.val[2]), b.val[2]), 2));
uint8x8x2_t c;
c.val[0] = chroma8(rr, gg, bb, -26, -86, 112);
c.val[1] = chroma8(rr, gg, bb, 112, -102, -10);
vst2_u8(uv + x, c);
}
pair_scalar(r0, r1, x, w, y0, y1, uv);
}
/* Box sums of one output row's source rows, as uint16 (callers ensure rows * 255 fits). */
static void vsum16(const uint8_t *src, int src_stride, int ya, int yb, int cols, uint16_t *cs)
{
const uint8_t *row = src + (size_t)ya * src_stride;
int k = 0;
for (; k + 16 <= cols; k += 16) {
uint8x16_t v = vld1q_u8(row + k);
vst1q_u16(cs + k, vmovl_u8(vget_low_u8(v)));
vst1q_u16(cs + k + 8, vmovl_high_u8(v));
}
for (; k < cols; k++) cs[k] = row[k];
for (int r = ya + 1; r < yb; r++) {
row = src + (size_t)r * src_stride;
k = 0;
for (; k + 16 <= cols; k += 16) {
uint8x16_t v = vld1q_u8(row + k);
vst1q_u16(cs + k, vaddw_u8(vld1q_u16(cs + k), vget_low_u8(v)));
vst1q_u16(cs + k + 8, vaddw_high_u8(vld1q_u16(cs + k + 8), v));
}
for (; k < cols; k++) cs[k] = (uint16_t)(cs[k] + row[k]);
}
}
/* Exact fast paths for the two ratios the live view uses from SteamVR's 1920x1080: 3:2 (720p) and 3:1 (360p). The
* box rule (x0 = i * src / out) then repeats every 3 source pixels: 3:2 gives widths 1, 2, 1, 2, ... (rows alike),
* 3:1 width 3. Same bytes as the generic path, without its per-pixel scalar loop. */
/* 48 pixels of an RGB row -> ph[c][k] = channel c of pixels 3g+k, g = 0..15. */
static inline void load48(const uint8_t *row, uint8x16_t ph[3][3])
{
uint8_t planes[3][48];
for (int q = 0; q < 3; q++) {
uint8x16x3_t p = vld3q_u8(row + q * 48);
for (int c = 0; c < 3; c++) vst1q_u8(planes[c] + q * 16, p.val[c]);
}
for (int c = 0; c < 3; c++) {
uint8x16x3_t s = vld3q_u8(planes[c]);
ph[c][0] = s.val[0], ph[c][1] = s.val[1], ph[c][2] = s.val[2];
}
}
/* (a + b + c + d + 2) >> 2 for 16 lanes. */
static inline uint8x16_t avg4(uint8x16_t a, uint8x16_t b, uint8x16_t c, uint8x16_t d)
{
uint16x8_t lo = vaddq_u16(vaddl_u8(vget_low_u8(a), vget_low_u8(b)), vaddl_u8(vget_low_u8(c), vget_low_u8(d)));
uint16x8_t hi = vaddq_u16(vaddl_high_u8(a, b), vaddl_high_u8(c, d));
return vcombine_u8(vrshrn_n_u16(lo, 2), vrshrn_n_u16(hi, 2));
}
/* Store even/odd output pixels (16 each per channel) as 32 interleaved RGB pixels. */
static inline void store_pairs(uint8_t *out, uint8x16_t even[3], uint8x16_t odd[3])
{
uint8x16x3_t a, b;
for (int c = 0; c < 3; c++) a.val[c] = vzip1q_u8(even[c], odd[c]), b.val[c] = vzip2q_u8(even[c], odd[c]);
vst3q_u8(out, a);
vst3q_u8(out + 48, b);
}
/* 3 source rows -> 2 RGB output rows (3:2 both ways): row a from r0 alone, row b from r1 + r2. */
static void rows_3to2(const uint8_t *r0, const uint8_t *r1, const uint8_t *r2, int src_w, uint8_t *oa, uint8_t *ob)
{
int x = 0;
uint8_t *pa = oa, *pb = ob;
for (; x + 48 <= src_w; x += 48, pa += 96, pb += 96) {
uint8x16_t a[3][3], b[3][3], c[3][3], ea[3], odda[3], eb[3], oddb[3];
load48(r0 + x * 3, a), load48(r1 + x * 3, b), load48(r2 + x * 3, c);
for (int ch = 0; ch < 3; ch++) {
ea[ch] = a[ch][0]; /* 1x1 */
odda[ch] = vrhaddq_u8(a[ch][1], a[ch][2]); /* 2x1: (s + 1) >> 1 */
eb[ch] = vrhaddq_u8(b[ch][0], c[ch][0]); /* 1x2 */
oddb[ch] = avg4(b[ch][1], b[ch][2], c[ch][1], c[ch][2]); /* 2x2: (s + 2) >> 2 */
}
store_pairs(pa, ea, odda);
store_pairs(pb, eb, oddb);
}
for (; x < src_w; x += 3, pa += 6, pb += 6)
for (int ch = 0; ch < 3; ch++) {
const uint8_t *p0 = r0 + x * 3 + ch, *p1 = r1 + x * 3 + ch, *p2 = r2 + x * 3 + ch;
pa[ch] = p0[0];
pa[3 + ch] = (uint8_t)((p0[3] + p0[6] + 1) >> 1);
pb[ch] = (uint8_t)((p1[0] + p2[0] + 1) >> 1);
pb[3 + ch] = (uint8_t)((p1[3] + p1[6] + p2[3] + p2[6] + 2) >> 2);
}
}
/* 3 source rows -> 1 RGB output row (3:1 both ways): (sum of 9 + 4) / 9, the division as *7282 >> 16 (exact for
* every sum up to 9 * 255 + 4). */
static void row_3to1(const uint8_t *r0, const uint8_t *r1, const uint8_t *r2, int src_w, uint8_t *out)
{
int x = 0;
uint8_t *p = out;
for (; x + 48 <= src_w; x += 48, p += 48) {
uint8x16_t a[3][3], b[3][3], c[3][3];
load48(r0 + x * 3, a), load48(r1 + x * 3, b), load48(r2 + x * 3, c);
uint8x16x3_t o;
for (int ch = 0; ch < 3; ch++) {
uint16x8_t lo = vdupq_n_u16(4), hi = vdupq_n_u16(4);
for (int k = 0; k < 3; k++) {
lo = vaddw_u8(vaddw_u8(vaddw_u8(lo, vget_low_u8(a[ch][k])), vget_low_u8(b[ch][k])), vget_low_u8(c[ch][k]));
hi = vaddw_high_u8(vaddw_high_u8(vaddw_high_u8(hi, a[ch][k]), b[ch][k]), c[ch][k]);
}
uint16x4_t m = vdup_n_u16(7282);
uint16x8_t qlo = vcombine_u16(vshrn_n_u32(vmull_u16(vget_low_u16(lo), m), 16),
vshrn_n_u32(vmull_u16(vget_high_u16(lo), m), 16));
uint16x8_t qhi = vcombine_u16(vshrn_n_u32(vmull_u16(vget_low_u16(hi), m), 16),
vshrn_n_u32(vmull_u16(vget_high_u16(hi), m), 16));
o.val[ch] = vcombine_u8(vmovn_u16(qlo), vmovn_u16(qhi));
}
vst3q_u8(p, o);
}
for (; x < src_w; x += 3, p += 3)
for (int ch = 0; ch < 3; ch++) {
int s = 4;
for (int k = 0; k < 3; k++) s += r0[(x + k) * 3 + ch] + r1[(x + k) * 3 + ch] + r2[(x + k) * 3 + ch];
p[ch] = (uint8_t)(s / 9);
}
}
#define MAX_RECIP_BW 64
void fp_convert(const uint8_t *src, int src_w, int src_h, int src_stride,
uint8_t *y, int y_stride, uint8_t *uv, int uv_stride,
int out_w, int out_h, void *scratch)
{
if (out_w == src_w && out_h == src_h) {
for (int j = 0; j < out_h; j += 2)
pair_neon(src + (size_t)j * src_stride, src + (size_t)(j + 1) * src_stride, out_w,
y + (size_t)j * y_stride, y + (size_t)(j + 1) * y_stride, uv + (size_t)(j / 2) * uv_stride);
return;
}
if (src_w * 2 == out_w * 3 && src_h * 2 == out_h * 3) { /* 3:2 (out_h even: whole 3-row groups) */
struct layout l = split(scratch, src_w, out_w);
uint8_t *a = l.rgb, *b = l.rgb + (size_t)out_w * 3;
for (int t = 0; t < out_h / 2; t++) {
const uint8_t *r0 = src + (size_t)(3 * t) * src_stride;
rows_3to2(r0, r0 + src_stride, r0 + 2 * (size_t)src_stride, src_w, a, b);
pair_neon(a, b, out_w, y + (size_t)(2 * t) * y_stride, y + (size_t)(2 * t + 1) * y_stride,
uv + (size_t)t * uv_stride);
}
return;
}
if (src_w == out_w * 3 && src_h == out_h * 3) { /* 3:1 */
struct layout l = split(scratch, src_w, out_w);
uint8_t *a = l.rgb, *b = l.rgb + (size_t)out_w * 3;
for (int j = 0; j < out_h; j += 2) {
const uint8_t *r0 = src + (size_t)(3 * j) * src_stride, *r3 = r0 + 3 * (size_t)src_stride;
row_3to1(r0, r0 + src_stride, r0 + 2 * (size_t)src_stride, src_w, a);
row_3to1(r3, r3 + src_stride, r3 + 2 * (size_t)src_stride, src_w, b);
pair_neon(a, b, out_w, y + (size_t)j * y_stride, y + (size_t)(j + 1) * y_stride,
uv + (size_t)(j / 2) * uv_stride);
}
return;
}
int bh_max = (src_h + out_h - 1) / out_h + 1;
if (bh_max > 257) { /* uint16 column sums would overflow: extreme downscale, not worth a NEON path */
fp_convert_scalar(src, src_w, src_h, src_stride, y, y_stride, uv, uv_stride, out_w, out_h, scratch);
return;
}
struct layout l = split(scratch, src_w, out_w);
uint16_t *cs = (uint16_t *)l.colsum;
int cols = src_w * 3;
for (int j = 0; j < out_h; j++) {
int ya = (int)((int64_t)j * src_h / out_h), yb = (int)((int64_t)(j + 1) * src_h / out_h);
int bh = yb - ya;
vsum16(src, src_stride, ya, yb, cols, cs);
/* (S + n/2) / n as a multiply: with m = ceil(2^32 / n) and e = m*n - 2^32 < n, floor(x*m / 2^32) ==
* floor(x / n) whenever x*e < 2^32. Here x < 256*n, so n <= 4096 is enough. Otherwise divide. */
uint64_t recip[MAX_RECIP_BW + 1];
for (int bw = 1; bw <= MAX_RECIP_BW; bw++) {
uint64_t n = (uint64_t)bw * bh;
recip[bw] = n <= 4096 ? ((1ULL << 32) + n - 1) / n : 0;
}
uint8_t *out = l.rgb + (size_t)(j & 1) * out_w * 3;
for (int i = 0; i < out_w; i++) {
int xa = l.xb[i], bw = l.xb[i + 1] - xa;
const uint16_t *c = cs + xa * 3;
uint32_t sr = 0, sg = 0, sb = 0;
for (int x = 0; x < bw; x++, c += 3) sr += c[0], sg += c[1], sb += c[2];
uint64_t n = (uint64_t)bw * bh, half = n / 2;
uint64_t m = bw <= MAX_RECIP_BW ? recip[bw] : 0;
if (m) {
out[i * 3] = (uint8_t)(((sr + half) * m) >> 32);
out[i * 3 + 1] = (uint8_t)(((sg + half) * m) >> 32);
out[i * 3 + 2] = (uint8_t)(((sb + half) * m) >> 32);
} else {
out[i * 3] = (uint8_t)((sr + half) / n);
out[i * 3 + 1] = (uint8_t)((sg + half) / n);
out[i * 3 + 2] = (uint8_t)((sb + half) / n);
}
}
if (j & 1)
pair_neon(l.rgb, l.rgb + (size_t)out_w * 3, out_w, y + (size_t)(j - 1) * y_stride,
y + (size_t)j * y_stride, uv + (size_t)(j / 2) * uv_stride);
}
}
#else
void fp_convert(const uint8_t *src, int src_w, int src_h, int src_stride,
uint8_t *y, int y_stride, uint8_t *uv, int uv_stride,
int out_w, int out_h, void *scratch)
{
fp_convert_scalar(src, src_w, src_h, src_stride, y, y_stride, uv, uv_stride, out_w, out_h, scratch);
}
#endif
+27
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@@ -0,0 +1,27 @@
/* RGB24 -> NV12 picture converter for fp_venc (pure computation, no syscalls). See native/venc/SPEC.md "Converter".
* Built for aarch64 (NEON + scalar) and for x86_64 (scalar only; the host unit test loads it with ctypes). */
#ifndef FP_VENC_CONVERT_H
#define FP_VENC_CONVERT_H
#include <stdint.h>
#include <stddef.h>
/* Output size: height = min(max_h, src_h) (max_h <= 0 = src_h), width keeps the aspect; both rounded down to even,
* both >= 2. */
void fp_out_size(int src_w, int src_h, int max_h, int *out_w, int *out_h);
/* Bytes of scratch memory fp_convert/fp_convert_scalar need for these sizes. */
size_t fp_scratch_size(int src_w, int src_h, int out_w, int out_h);
/* RGB24 (R,G,B bytes) -> NV12 (BT.709, limited range): box-average downscale to out_w x out_h (out_w <= src_w,
* out_h <= src_h, both even), then out_w x out_h luma bytes and out_w x out_h/2 interleaved Cb,Cr bytes. */
void fp_convert_scalar(const uint8_t *src, int src_w, int src_h, int src_stride,
uint8_t *y, int y_stride, uint8_t *uv, int uv_stride,
int out_w, int out_h, void *scratch);
/* Same result, byte for byte; NEON on aarch64, fp_convert_scalar elsewhere. */
void fp_convert(const uint8_t *src, int src_w, int src_h, int src_stride,
uint8_t *y, int y_stride, uint8_t *uv, int uv_stride,
int out_w, int out_h, void *scratch);
#endif
+858
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@@ -0,0 +1,858 @@
/* fp_venc: hardware H.264 encoding of the Steam Frame's SteamVR "headset view" webcam for FramePort's live view.
* Source (v4l2loopback, RGB24) -> NV12 (convert.c) -> the SoC's V4L2 stateful encoder -> H.264 Annex B on stdout.
* Specification: native/venc/SPEC.md (V4L2: kernel Documentation/userspace-api/media/v4l/dev-encoder.rst). */
#include "sys.h"
#include "convert.h"
#include <linux/videodev2.h>
#include <drm/drm.h>
#include <drm/drm_mode.h>
#define SRC_BUFS 3
#define ENC_BUFS 4
#define TAG "fp_venc: "
/* ---------------------------------------------------------------- output helpers */
static void say(const char *a, const char *b, long n, int with_n)
{
struct line l = {.n = 0};
ls(&l, TAG);
ls(&l, a);
if (b) ls(&l, b);
if (with_n) ln(&l, n);
ls(&l, "\n");
write_all(2, l.b, (size_t)l.n);
}
static void msg(const char *a) { say(a, 0, 0, 0); }
static void msg_err(const char *what, long err) { say(what, " failed, errno ", -err, 1); }
static int fail(int code, const char *what, long err)
{
msg_err(what, err);
return code;
}
/* Whole-packet blocking write to stdout. Returns 0, or -1 when the reader is gone (EPIPE etc.). */
static int out_all(const uint8_t *p, size_t n)
{
while (n) {
long r = sys_write(1, p, n);
if (r == -EINTR) continue;
if (r == -EAGAIN) { /* stdout happens to be non-blocking: wait instead of spinning */
struct pollfd_k f = {1, POLLOUT, 0};
sys_ppoll(&f, 1, 0);
continue;
}
if (r <= 0) return -1;
p += r;
n -= (size_t)r;
}
return 0;
}
/* ---------------------------------------------------------------- options */
struct opts {
long height, bitrate, peak, fps, max_fps, gop_seconds;
const char *source, *encoder;
int probe, selftest;
};
static int parse_args(int argc, char **argv, struct opts *o)
{
o->height = 0, o->bitrate = 3000000, o->peak = 0, o->fps = 0, o->max_fps = 45, o->gop_seconds = 4;
o->source = o->encoder = 0;
o->probe = o->selftest = 0;
for (int i = 1; i < argc; i++) {
const char *a = argv[i];
long *num = 0;
long lo = 1, hi = 0x7fffffff;
if (str_eq(a, "--probe")) { o->probe = 1; continue; }
if (str_eq(a, "--selftest")) { o->selftest = 1; continue; }
if (i + 1 >= argc) return 0;
if (str_eq(a, "--source")) { o->source = argv[++i]; continue; }
if (str_eq(a, "--encoder")) { o->encoder = argv[++i]; continue; }
if (str_eq(a, "--height")) num = &o->height, lo = 2;
else if (str_eq(a, "--bitrate")) num = &o->bitrate, lo = 10000;
else if (str_eq(a, "--peak")) num = &o->peak, lo = 10000, hi = 245000000;
else if (str_eq(a, "--fps")) num = &o->fps, hi = 240;
else if (str_eq(a, "--max-fps")) num = &o->max_fps, hi = 240;
else if (str_eq(a, "--gop-seconds")) num = &o->gop_seconds, hi = 3600;
else return 0;
if (!parse_uint(argv[++i], num) || *num < lo || *num > hi) return 0;
}
return !(o->probe && o->selftest);
}
static const char *getenv_(char **envp, const char *name)
{
size_t n = str_len(name);
for (; envp && *envp; envp++) {
const char *e = *envp;
size_t i = 0;
while (i < n && e[i] == name[i]) i++;
if (i == n && e[n] == '=') return e + n + 1;
}
return 0;
}
static void *alloc(size_t n)
{
void *p = sys_mmap(0, n, PROT_READ | PROT_WRITE, MAP_PRIVATE | MAP_ANONYMOUS, -1, 0);
return mmap_failed(p) ? 0 : p;
}
/* ---------------------------------------------------------------- converter self-test */
static void fill_image(uint8_t *p, int w, int h, int stride, int kind)
{
uint32_t s = 12345;
for (int y = 0; y < h; y++)
for (int x = 0; x < w; x++) {
uint8_t *q = p + (size_t)y * stride + x * 3;
uint8_t r = 0, g = 0, b = 0;
switch (kind) {
case 0: /* 32-bit LCG noise */
s = s * 1664525u + 1013904223u, r = (uint8_t)(s >> 24);
s = s * 1664525u + 1013904223u, g = (uint8_t)(s >> 24);
s = s * 1664525u + 1013904223u, b = (uint8_t)(s >> 24);
break;
case 1: r = g = b = (uint8_t)(x * 255 / (w > 1 ? w - 1 : 1)); break; /* horizontal gradient */
case 2: break; /* black */
case 3: r = g = b = 255; break; /* white */
case 4: r = 255; break;
case 5: g = 255; break;
case 6: b = 255; break;
default: r = g = b = ((x ^ y) & 1) ? 255 : 0; break; /* 1-pixel checkerboard */
}
q[0] = r, q[1] = g, q[2] = b;
}
}
static int selftest(void)
{
/* 1158x648: 3:2 (-> 432) and 3:1 (-> 216) fast paths with columns left over after their 48-pixel steps */
static const int sizes[5][2] = {{1920, 1080}, {1922, 1080}, {333, 201}, {64, 64}, {1158, 648}};
static const int heights[7] = {0, 720, 480, 360, 100, 432, 216};
size_t src_cap = (size_t)(1922 * 3 + 13) * 1080, plane_cap = (size_t)(1922 + 37) * 1080;
uint8_t *src = alloc(src_cap), *ya = alloc(plane_cap), *yb = alloc(plane_cap);
uint8_t *uva = alloc(plane_cap), *uvb = alloc(plane_cap);
void *scratch = alloc(fp_scratch_size(1922, 1080, 1922, 1080) + 4096);
if (!src || !ya || !yb || !uva || !uvb || !scratch) return fail(1, "selftest memory", -ENOMEM);
int cases = 0;
for (int s = 0; s < 5; s++)
for (int k = 0; k < 8; k++) {
int w = sizes[s][0], h = sizes[s][1], stride = w * 3 + 13; /* odd stride: catches stride bugs */
fill_image(src, w, h, stride, k);
for (int hi = 0; hi < 7; hi++) {
if (heights[hi] > h) continue;
int ow, oh;
fp_out_size(w, h, heights[hi], &ow, &oh);
int ys = ow + 37, uvs = ow + 21;
memset(ya, 0x5a, (size_t)ys * oh), memset(yb, 0x5a, (size_t)ys * oh);
memset(uva, 0x5a, (size_t)uvs * oh / 2), memset(uvb, 0x5a, (size_t)uvs * oh / 2);
fp_convert_scalar(src, w, h, stride, ya, ys, uva, uvs, ow, oh, scratch);
fp_convert(src, w, h, stride, yb, ys, uvb, uvs, ow, oh, scratch);
cases++;
for (int pl = 0; pl < 2; pl++) {
const uint8_t *a = pl ? uva : ya, *b = pl ? uvb : yb;
int st = pl ? uvs : ys, rows = pl ? oh / 2 : oh;
for (int y = 0; y < rows; y++)
for (int x = 0; x < st; x++) {
if (a[(size_t)y * st + x] == b[(size_t)y * st + x]) continue;
struct line l = {.n = 0};
ls(&l, TAG "selftest mismatch: ");
ln(&l, w), ls(&l, "x"), ln(&l, h), ls(&l, " -> "), ln(&l, ow), ls(&l, "x"), ln(&l, oh);
ls(&l, " image "), ln(&l, k), ls(&l, pl ? " plane UV" : " plane Y");
ls(&l, " x="), ln(&l, x), ls(&l, " y="), ln(&l, y);
ls(&l, " scalar="), ln(&l, a[(size_t)y * st + x]);
ls(&l, " fast="), ln(&l, b[(size_t)y * st + x]), ls(&l, "\n");
write_all(2, l.b, (size_t)l.n);
return 1;
}
}
}
}
struct line ok = {.n = 0};
ls(&ok, TAG "selftest ok ("), ln(&ok, cases), ls(&ok, " cases)\n");
write_all(2, ok.b, (size_t)ok.n);
/* Speed of the real path on the real source size. */
fill_image(src, 1920, 1080, 5760, 0);
static const int timed[4] = {1080, 720, 480, 360};
for (int t = 0; t < 4; t++) {
int ow, oh;
fp_out_size(1920, 1080, timed[t], &ow, &oh);
int64_t t0 = now_ns();
for (int i = 0; i < 50; i++) fp_convert(src, 1920, 1080, 5760, ya, ow, uva, ow, ow, oh, scratch);
struct line l = {.n = 0};
ls(&l, TAG "selftest 1920x1080 -> "), ln(&l, oh), ls(&l, ": "), lms(&l, (now_ns() - t0) / 50), ls(&l, " ms\n");
write_all(2, l.b, (size_t)l.n);
}
return 0;
}
/* ---------------------------------------------------------------- devices */
static int read_small(const char *path, char *buf, int cap)
{
int fd = sys_open(path, O_RDONLY | O_CLOEXEC);
if (fd < 0) return -1;
long n = sys_read(fd, buf, (size_t)cap - 1);
sys_close(fd);
if (n < 0) return -1;
while (n > 0 && (buf[n - 1] == '\n' || buf[n - 1] == '\r')) n--;
buf[n] = 0;
return (int)n;
}
/* "/sys/class/video4linux/video<n>/name" / "/dev/video<n>" */
static void node_path(char *out, const char *pre, int n, const char *post)
{
struct line l = {.n = 0};
ls(&l, pre), ln(&l, n), ls(&l, post);
memcpy(out, l.b, (size_t)l.n);
out[l.n] = 0;
}
static uint32_t v4l2_caps(int fd)
{
struct v4l2_capability cap;
memset(&cap, 0, sizeof cap);
if (sys_ioctl(fd, VIDIOC_QUERYCAP, &cap) < 0) return 0;
return (cap.capabilities & V4L2_CAP_DEVICE_CAPS) ? cap.device_caps : cap.capabilities;
}
static int enc_caps_ok(uint32_t c) { return (c & V4L2_CAP_VIDEO_M2M_MPLANE) && (c & V4L2_CAP_STREAMING); }
static int find_source(char *path)
{
char name[128], sys[96];
for (int n = 0; n < 256; n++) {
node_path(sys, "/sys/class/video4linux/video", n, "/name");
if (read_small(sys, name, sizeof name) >= 0 && str_eq(name, "SteamVR")) {
node_path(path, "/dev/video", n, "");
return 1;
}
}
return 0;
}
static int find_encoder(char *path)
{
char link[64];
long n = sys_readlink("/dev/video-enc0", link, sizeof link - 1);
if (n > 0) { /* report the real node (/dev/video23), as the PC side shows it */
link[n] = 0;
struct line l = {.n = 0};
if (link[0] != '/') ls(&l, "/dev/");
ls(&l, link);
memcpy(path, l.b, (size_t)l.n);
path[l.n] = 0;
return 1;
}
int fd = sys_open("/dev/video-enc0", O_RDWR | O_CLOEXEC);
if (fd >= 0) {
sys_close(fd);
memcpy(path, "/dev/video-enc0", 16);
return 1;
}
char name[128], sys[96];
for (int i = 0; i < 256; i++) {
node_path(sys, "/sys/class/video4linux/video", i, "/name");
if (read_small(sys, name, sizeof name) < 0 || !str_contains(name, "encoder")) continue;
node_path(path, "/dev/video", i, "");
fd = sys_open(path, O_RDWR | O_NONBLOCK | O_CLOEXEC);
if (fd < 0) continue;
int ok = enc_caps_ok(v4l2_caps(fd));
sys_close(fd);
if (ok) return 1;
}
return 0;
}
/* Panel refresh in whole Hz via DRM KMS (read-only ioctls, no master needed); 0 = unknown. */
static int panel_refresh(void)
{
int fd = sys_open("/dev/dri/card0", O_RDWR | O_CLOEXEC);
if (fd < 0) return 0;
struct drm_mode_card_res res;
uint32_t ids[16];
int best = 0;
uint64_t best_area = 0;
memset(&res, 0, sizeof res);
if (sys_ioctl(fd, DRM_IOCTL_MODE_GETRESOURCES, &res) == 0 && res.count_crtcs) {
uint32_t n = res.count_crtcs > 16 ? 16 : res.count_crtcs;
memset(&res, 0, sizeof res);
res.count_crtcs = n; /* other counts 0: the kernel copies only the arrays we provide room for */
res.crtc_id_ptr = (uint64_t)(uintptr_t)ids;
if (sys_ioctl(fd, DRM_IOCTL_MODE_GETRESOURCES, &res) == 0) {
if (res.count_crtcs < n) n = res.count_crtcs;
for (uint32_t i = 0; i < n; i++) {
struct drm_mode_crtc c;
memset(&c, 0, sizeof c);
c.crtc_id = ids[i];
if (sys_ioctl(fd, DRM_IOCTL_MODE_GETCRTC, &c) < 0 || !c.mode_valid) continue;
uint64_t area = (uint64_t)c.mode.hdisplay * c.mode.vdisplay;
uint64_t tot = (uint64_t)c.mode.htotal * c.mode.vtotal;
if (area <= best_area || !tot) continue;
uint64_t mhz = (uint64_t)c.mode.clock * 1000000 / tot;
best_area = area;
best = (int)((mhz + 500) / 1000);
}
}
}
sys_close(fd);
return best;
}
/* H.264 Table A-1 (MaxMBPS, MaxFS, MaxBR in 1000 bit/s; High profile allows 1.25x MaxBR). */
static int pick_level(int w, int h, int fps, long bitrate)
{
static const struct { int level; long mbps, fs, br; } t[] = {
{V4L2_MPEG_VIDEO_H264_LEVEL_3_1, 108000, 3600, 14000}, {V4L2_MPEG_VIDEO_H264_LEVEL_3_2, 216000, 5120, 20000},
{V4L2_MPEG_VIDEO_H264_LEVEL_4_0, 245760, 8192, 20000}, {V4L2_MPEG_VIDEO_H264_LEVEL_4_1, 245760, 8192, 50000},
{V4L2_MPEG_VIDEO_H264_LEVEL_4_2, 522240, 8704, 50000}, {V4L2_MPEG_VIDEO_H264_LEVEL_5_0, 589824, 22080, 135000},
{V4L2_MPEG_VIDEO_H264_LEVEL_5_1, 983040, 36864, 240000}, {V4L2_MPEG_VIDEO_H264_LEVEL_5_2, 2073600, 36864, 240000},
};
long fs = (long)((w + 15) / 16) * ((h + 15) / 16);
for (unsigned i = 0; i < sizeof t / sizeof t[0]; i++)
if (fs <= t[i].fs && fs * fps <= t[i].mbps && bitrate <= t[i].br * 1250) return t[i].level;
return V4L2_MPEG_VIDEO_H264_LEVEL_5_2;
}
static int set_ctrl(int fd, uint32_t id, int32_t value, const char *name, int quiet)
{
struct v4l2_ext_control c;
struct v4l2_ext_controls cs;
memset(&c, 0, sizeof c);
memset(&cs, 0, sizeof cs);
c.id = id;
c.value = value;
cs.which = V4L2_CTRL_WHICH_CUR_VAL;
cs.count = 1;
cs.controls = &c;
int r = sys_ioctl(fd, VIDIOC_S_EXT_CTRLS, &cs);
if (r < 0 && !quiet) {
struct line l = {.n = 0};
ls(&l, TAG "warning: "), ls(&l, name), ls(&l, " refused ("), ln(&l, -r), ls(&l, ")\n");
write_all(2, l.b, (size_t)l.n);
}
return r;
}
struct src {
int fd, w, h, stride;
uint8_t *mem[SRC_BUFS];
uint32_t len[SRC_BUFS];
int held; /* index of the dequeued (newest) buffer we keep, -1 = none yet */
int fresh; /* the held picture has not been encoded yet */
};
struct enc {
int fd, stride, hpad;
uint32_t out_size, cap_size;
uint8_t *out_mem[ENC_BUFS], *cap_mem[ENC_BUFS];
uint32_t out_len[ENC_BUFS], cap_len[ENC_BUFS];
int out_free[ENC_BUFS];
long out_pic[ENC_BUFS]; /* which picture each OUTPUT buffer holds (0 = black, -1 = none): a repeat that finds
* its picture already in the buffer skips the conversion (standby, still scenes) */
};
static int src_open(struct src *s, const char *path)
{
s->held = -1, s->fresh = 0;
s->fd = sys_open(path, O_RDWR | O_NONBLOCK | O_CLOEXEC);
if (s->fd < 0) return fail(3, "open source", s->fd);
uint32_t c = v4l2_caps(s->fd);
if (!(c & V4L2_CAP_VIDEO_CAPTURE) || !(c & V4L2_CAP_STREAMING)) return fail(3, "source capabilities", -EINVAL);
struct v4l2_format f;
memset(&f, 0, sizeof f);
f.type = V4L2_BUF_TYPE_VIDEO_CAPTURE;
int r = sys_ioctl(s->fd, VIDIOC_G_FMT, &f);
if (r < 0) return fail(3, "source VIDIOC_G_FMT", r);
if (f.fmt.pix.pixelformat != V4L2_PIX_FMT_RGB24) {
msg("source pixel format is not RGB24");
return 4;
}
s->w = (int)f.fmt.pix.width, s->h = (int)f.fmt.pix.height;
s->stride = f.fmt.pix.bytesperline ? (int)f.fmt.pix.bytesperline : s->w * 3;
if (s->w < 2 || s->h < 2 || s->stride < s->w * 3) return fail(4, "source size", -EINVAL);
struct v4l2_requestbuffers rb;
memset(&rb, 0, sizeof rb);
rb.count = SRC_BUFS, rb.type = V4L2_BUF_TYPE_VIDEO_CAPTURE, rb.memory = V4L2_MEMORY_MMAP;
r = sys_ioctl(s->fd, VIDIOC_REQBUFS, &rb);
/* The driver may grant fewer (the Frame's v4l2loopback has max_buffers=2); two are enough: one held, one filling. */
if (r < 0 || rb.count < 2) return fail(3, "source VIDIOC_REQBUFS", r < 0 ? r : -ENOMEM);
if (rb.count > SRC_BUFS) rb.count = SRC_BUFS;
for (int i = 0; i < (int)rb.count; i++) {
struct v4l2_buffer b;
memset(&b, 0, sizeof b);
b.index = (uint32_t)i, b.type = V4L2_BUF_TYPE_VIDEO_CAPTURE, b.memory = V4L2_MEMORY_MMAP;
r = sys_ioctl(s->fd, VIDIOC_QUERYBUF, &b);
if (r < 0) return fail(3, "source VIDIOC_QUERYBUF", r);
if (b.length < (uint32_t)(s->stride * (s->h - 1) + s->w * 3)) return fail(3, "source buffer size", -EINVAL);
s->mem[i] = sys_mmap(0, b.length, PROT_READ, MAP_SHARED, s->fd, b.m.offset);
if (mmap_failed(s->mem[i])) return fail(3, "source mmap", (long)s->mem[i]);
s->len[i] = b.length;
r = sys_ioctl(s->fd, VIDIOC_QBUF, &b);
if (r < 0) return fail(3, "source VIDIOC_QBUF", r);
}
return 0;
}
/* Drain every ready source buffer, keeping only the newest one. */
static void src_drain(struct src *s)
{
for (;;) {
struct v4l2_buffer b;
memset(&b, 0, sizeof b);
b.type = V4L2_BUF_TYPE_VIDEO_CAPTURE, b.memory = V4L2_MEMORY_MMAP;
if (sys_ioctl(s->fd, VIDIOC_DQBUF, &b) < 0) return;
if (b.flags & V4L2_BUF_FLAG_ERROR) {
sys_ioctl(s->fd, VIDIOC_QBUF, &b);
continue;
}
if (s->held >= 0) {
struct v4l2_buffer q;
memset(&q, 0, sizeof q);
q.index = (uint32_t)s->held, q.type = V4L2_BUF_TYPE_VIDEO_CAPTURE, q.memory = V4L2_MEMORY_MMAP;
sys_ioctl(s->fd, VIDIOC_QBUF, &q);
}
s->held = (int)b.index;
s->fresh = 1;
}
}
/* ts_us: OUTPUT buffers carry their slot time (the encoder copies it to the coded buffer; rate control may use it). */
static int enc_queue_buf(struct enc *e, uint32_t type, int i, uint32_t used, int64_t ts_us)
{
struct v4l2_plane p;
struct v4l2_buffer b;
memset(&p, 0, sizeof p);
memset(&b, 0, sizeof b);
b.index = (uint32_t)i, b.type = type, b.memory = V4L2_MEMORY_MMAP, b.field = V4L2_FIELD_NONE;
b.m.planes = &p, b.length = 1;
b.timestamp.tv_sec = (long)(ts_us / 1000000), b.timestamp.tv_usec = (long)(ts_us % 1000000);
p.bytesused = used;
p.length = type == V4L2_BUF_TYPE_VIDEO_OUTPUT_MPLANE ? e->out_len[i] : e->cap_len[i];
return sys_ioctl(e->fd, VIDIOC_QBUF, &b);
}
static int enc_open(struct enc *e, const char *path, int w, int h, int fps, const struct opts *o)
{
e->fd = sys_open(path, O_RDWR | O_NONBLOCK | O_CLOEXEC);
if (e->fd < 0) return fail(4, "open encoder", e->fd);
if (!enc_caps_ok(v4l2_caps(e->fd))) return fail(4, "encoder capabilities", -EINVAL);
/* dev-encoder.rst "Initialization": the coded format first, then the raw format. */
struct v4l2_format f;
memset(&f, 0, sizeof f);
f.type = V4L2_BUF_TYPE_VIDEO_CAPTURE_MPLANE;
f.fmt.pix_mp.pixelformat = V4L2_PIX_FMT_H264;
f.fmt.pix_mp.width = (uint32_t)w, f.fmt.pix_mp.height = (uint32_t)h, f.fmt.pix_mp.num_planes = 1;
int r = sys_ioctl(e->fd, VIDIOC_S_FMT, &f);
if (r < 0) return fail(4, "encoder VIDIOC_S_FMT (H264)", r);
if (f.fmt.pix_mp.pixelformat != V4L2_PIX_FMT_H264) {
msg("encoder refused H264");
return 4;
}
e->cap_size = f.fmt.pix_mp.plane_fmt[0].sizeimage;
memset(&f, 0, sizeof f);
f.type = V4L2_BUF_TYPE_VIDEO_OUTPUT_MPLANE;
f.fmt.pix_mp.pixelformat = V4L2_PIX_FMT_NV12;
f.fmt.pix_mp.width = (uint32_t)w, f.fmt.pix_mp.height = (uint32_t)h, f.fmt.pix_mp.num_planes = 1;
f.fmt.pix_mp.field = V4L2_FIELD_NONE;
f.fmt.pix_mp.colorspace = V4L2_COLORSPACE_REC709, f.fmt.pix_mp.ycbcr_enc = V4L2_YCBCR_ENC_709;
f.fmt.pix_mp.quantization = V4L2_QUANTIZATION_LIM_RANGE, f.fmt.pix_mp.xfer_func = V4L2_XFER_FUNC_709;
r = sys_ioctl(e->fd, VIDIOC_S_FMT, &f);
if (r < 0) return fail(4, "encoder VIDIOC_S_FMT (NV12)", r);
if (f.fmt.pix_mp.pixelformat != V4L2_PIX_FMT_NV12 || f.fmt.pix_mp.num_planes != 1)
{
msg("encoder refused single-plane NV12");
return 4;
}
e->stride = (int)f.fmt.pix_mp.plane_fmt[0].bytesperline;
e->hpad = (int)f.fmt.pix_mp.height;
e->out_size = f.fmt.pix_mp.plane_fmt[0].sizeimage;
if (e->stride < w || e->hpad < h || (uint64_t)e->stride * e->hpad * 3 / 2 > e->out_size)
return fail(4, "encoder NV12 layout", -EINVAL);
/* Visible rectangle (the padded height is not picture). The selection API takes the single-planar type. */
struct v4l2_selection sel;
memset(&sel, 0, sizeof sel);
sel.type = V4L2_BUF_TYPE_VIDEO_OUTPUT, sel.target = V4L2_SEL_TGT_CROP;
sel.r.width = (uint32_t)w, sel.r.height = (uint32_t)h;
r = sys_ioctl(e->fd, VIDIOC_S_SELECTION, &sel);
if (r < 0) {
sel.type = V4L2_BUF_TYPE_VIDEO_OUTPUT_MPLANE;
sel.r.left = sel.r.top = 0, sel.r.width = (uint32_t)w, sel.r.height = (uint32_t)h;
r = sys_ioctl(e->fd, VIDIOC_S_SELECTION, &sel);
}
if (r < 0) {
memset(&sel, 0, sizeof sel);
sel.type = V4L2_BUF_TYPE_VIDEO_OUTPUT, sel.target = V4L2_SEL_TGT_CROP;
int g = sys_ioctl(e->fd, VIDIOC_G_SELECTION, &sel);
if (g < 0 || sel.r.left || sel.r.top || sel.r.width != (uint32_t)w || sel.r.height != (uint32_t)h)
return fail(4, "encoder VIDIOC_S_SELECTION", r);
msg_err("warning: VIDIOC_S_SELECTION (crop already right)", r);
}
struct v4l2_streamparm parm;
memset(&parm, 0, sizeof parm);
parm.type = V4L2_BUF_TYPE_VIDEO_OUTPUT_MPLANE;
parm.parm.output.timeperframe.numerator = 1, parm.parm.output.timeperframe.denominator = (uint32_t)fps;
r = sys_ioctl(e->fd, VIDIOC_S_PARM, &parm);
if (r < 0) msg_err("warning: VIDIOC_S_PARM", r);
set_ctrl(e->fd, V4L2_CID_MPEG_VIDEO_H264_PROFILE, V4L2_MPEG_VIDEO_H264_PROFILE_HIGH, "H264_PROFILE", 0);
/* --peak above the bitrate = VBR up to that peak (head turns get the bits they need; CBR blurred them), else CBR */
long peak = o->peak > o->bitrate ? o->peak : o->bitrate;
set_ctrl(e->fd, V4L2_CID_MPEG_VIDEO_H264_LEVEL, pick_level(w, h, fps, peak), "H264_LEVEL", 0);
set_ctrl(e->fd, V4L2_CID_MPEG_VIDEO_BITRATE_MODE,
peak > o->bitrate ? V4L2_MPEG_VIDEO_BITRATE_MODE_VBR : V4L2_MPEG_VIDEO_BITRATE_MODE_CBR, "BITRATE_MODE", 0);
set_ctrl(e->fd, V4L2_CID_MPEG_VIDEO_BITRATE, (int32_t)o->bitrate, "BITRATE", 0);
set_ctrl(e->fd, V4L2_CID_MPEG_VIDEO_BITRATE_PEAK, (int32_t)peak, "BITRATE_PEAK", 0);
set_ctrl(e->fd, V4L2_CID_MPEG_VIDEO_FRAME_RC_ENABLE, 1, "FRAME_RC_ENABLE", 0);
set_ctrl(e->fd, V4L2_CID_MPEG_VIDEO_B_FRAMES, 0, "B_FRAMES", 0);
set_ctrl(e->fd, V4L2_CID_MPEG_VIDEO_GOP_SIZE, (int32_t)(fps * o->gop_seconds), "GOP_SIZE", 0);
set_ctrl(e->fd, V4L2_CID_MPEG_VIDEO_HEADER_MODE, V4L2_MPEG_VIDEO_HEADER_MODE_JOINED_WITH_1ST_FRAME, "HEADER_MODE", 0);
set_ctrl(e->fd, V4L2_CID_MPEG_VIDEO_PREPEND_SPSPPS_TO_IDR, 1, "PREPEND_SPSPPS_TO_IDR", 0);
set_ctrl(e->fd, V4L2_CID_MPEG_VIDEO_FRAME_SKIP_MODE, V4L2_MPEG_VIDEO_FRAME_SKIP_MODE_DISABLED, "FRAME_SKIP_MODE", 0);
for (int q = 0; q < 2; q++) {
uint32_t type = q ? V4L2_BUF_TYPE_VIDEO_CAPTURE_MPLANE : V4L2_BUF_TYPE_VIDEO_OUTPUT_MPLANE;
struct v4l2_requestbuffers rb;
memset(&rb, 0, sizeof rb);
rb.count = ENC_BUFS, rb.type = type, rb.memory = V4L2_MEMORY_MMAP;
r = sys_ioctl(e->fd, VIDIOC_REQBUFS, &rb);
if (r < 0 || rb.count < ENC_BUFS) return fail(4, "encoder VIDIOC_REQBUFS", r < 0 ? r : -ENOMEM);
for (int i = 0; i < ENC_BUFS; i++) {
struct v4l2_plane p;
struct v4l2_buffer b;
memset(&p, 0, sizeof p);
memset(&b, 0, sizeof b);
b.index = (uint32_t)i, b.type = type, b.memory = V4L2_MEMORY_MMAP, b.m.planes = &p, b.length = 1;
r = sys_ioctl(e->fd, VIDIOC_QUERYBUF, &b);
if (r < 0) return fail(4, "encoder VIDIOC_QUERYBUF", r);
uint8_t *m = sys_mmap(0, p.length, q ? PROT_READ : PROT_READ | PROT_WRITE, MAP_SHARED, e->fd, p.m.mem_offset);
if (mmap_failed(m)) return fail(4, "encoder mmap", (long)m);
if (q) {
e->cap_mem[i] = m, e->cap_len[i] = p.length;
} else {
if (p.length < e->out_size) return fail(4, "encoder OUTPUT buffer size", -EINVAL);
e->out_mem[i] = m, e->out_len[i] = p.length, e->out_free[i] = 1;
/* Black, including the padding rows the encoder may read. */
memset(m, 16, (size_t)e->stride * e->hpad);
memset(m + (size_t)e->stride * e->hpad, 128, (size_t)e->stride * e->hpad / 2);
}
}
}
return 0;
}
/* ---------------------------------------------------------------- streaming */
/* Counters since the start; the timing part (per stats window, reset after each line) says where a slow loop's time
* goes: converting pictures, writing coded frames to stdout (ffmpeg not draining the pipe), or waiting for the
* encoder to free an OUTPUT buffer. */
struct stats {
long frames, repeats, late, skipped, errors;
uint64_t bytes;
int64_t conv_ns, conv_max, write_ns, write_max;
long convs, writes, nobuf;
};
/* Dequeue finished OUTPUT buffers (free again) and coded CAPTURE buffers (written to stdout, re-queued).
* Returns 1 when the encoder signalled the last buffer, -1 when stdout is gone, else 0. */
static int enc_reap(struct enc *e, struct stats *st)
{
for (;;) {
struct v4l2_plane p;
struct v4l2_buffer b;
memset(&p, 0, sizeof p);
memset(&b, 0, sizeof b);
b.type = V4L2_BUF_TYPE_VIDEO_OUTPUT_MPLANE, b.memory = V4L2_MEMORY_MMAP, b.m.planes = &p, b.length = 1;
if (sys_ioctl(e->fd, VIDIOC_DQBUF, &b) < 0) break;
if (b.index < ENC_BUFS) e->out_free[b.index] = 1;
}
for (;;) {
struct v4l2_plane p;
struct v4l2_buffer b;
memset(&p, 0, sizeof p);
memset(&b, 0, sizeof b);
b.type = V4L2_BUF_TYPE_VIDEO_CAPTURE_MPLANE, b.memory = V4L2_MEMORY_MMAP, b.m.planes = &p, b.length = 1;
int r = sys_ioctl(e->fd, VIDIOC_DQBUF, &b);
if (r == -EPIPE) return 1; /* the last buffer was already dequeued (dev-encoder.rst "Drain") */
if (r < 0 || b.index >= ENC_BUFS) return 0;
int last = (b.flags & V4L2_BUF_FLAG_LAST) != 0;
if (b.flags & V4L2_BUF_FLAG_ERROR) {
st->errors++;
} else if (p.bytesused > p.data_offset && p.bytesused <= e->cap_len[b.index]) {
uint32_t n = p.bytesused - p.data_offset;
int64_t tw = now_ns();
if (out_all(e->cap_mem[b.index] + p.data_offset, n) < 0) return -1;
tw = now_ns() - tw;
st->write_ns += tw, st->writes++;
if (tw > st->write_max) st->write_max = tw;
st->bytes += n;
}
if (last) return 1;
enc_queue_buf(e, V4L2_BUF_TYPE_VIDEO_CAPTURE_MPLANE, (int)b.index, 0, 0);
}
}
static void drain_and_close(struct enc *e, struct src *s, struct stats *st)
{
struct v4l2_encoder_cmd cmd;
memset(&cmd, 0, sizeof cmd);
cmd.cmd = V4L2_ENC_CMD_STOP;
if (sys_ioctl(e->fd, VIDIOC_ENCODER_CMD, &cmd) == 0) {
int64_t end = now_ns() + 1000000000;
for (;;) {
if (enc_reap(e, st) != 0) break;
int64_t left = end - now_ns();
if (left <= 0) break;
struct timespec ts = {left / 1000000000, left % 1000000000};
struct pollfd_k f = {e->fd, POLLIN, 0};
sys_ppoll(&f, 1, &ts);
}
}
uint32_t t = V4L2_BUF_TYPE_VIDEO_OUTPUT_MPLANE;
sys_ioctl(e->fd, VIDIOC_STREAMOFF, &t);
t = V4L2_BUF_TYPE_VIDEO_CAPTURE_MPLANE;
sys_ioctl(e->fd, VIDIOC_STREAMOFF, &t);
t = V4L2_BUF_TYPE_VIDEO_CAPTURE;
sys_ioctl(s->fd, VIDIOC_STREAMOFF, &t);
sys_close(e->fd);
sys_close(s->fd);
}
static void info_json(struct line *l, const char *enc, const char *srcp, const struct src *s, int ow, int oh,
int refresh, int fps, long bitrate)
{
ls(l, "{\"encoder\":\""), ls(l, enc), ls(l, "\",\"source\":\""), ls(l, srcp);
ls(l, "\",\"src\":["), ln(l, s->w), ls(l, ","), ln(l, s->h), ls(l, "],\"out\":["), ln(l, ow), ls(l, ","), ln(l, oh);
ls(l, "],\"refresh\":"), ln(l, refresh), ls(l, ",\"fps\":"), ln(l, fps), ls(l, ",\"bitrate\":"), ln(l, bitrate);
ls(l, "}\n");
}
static void stats_line(struct stats *st, int64_t elapsed)
{
struct line l = {.n = 0};
ls(&l, TAG "stats frames="), ln(&l, st->frames), ls(&l, " repeats="), ln(&l, st->repeats);
ls(&l, " late="), ln(&l, st->late), ls(&l, " skipped="), ln(&l, st->skipped);
ls(&l, " kbps="), ln(&l, elapsed > 0 ? (long)(st->bytes * 8 * 1000000 / (uint64_t)elapsed) : 0);
if (st->errors) ls(&l, " errors="), ln(&l, st->errors);
/* this window: average/max ms per conversion and per stdout write, slots that found no free OUTPUT buffer */
ls(&l, " convert_ms="), lms(&l, st->convs ? st->conv_ns / st->convs : 0), ls(&l, "/"), lms(&l, st->conv_max);
ls(&l, " write_ms="), lms(&l, st->writes ? st->write_ns / st->writes : 0), ls(&l, "/"), lms(&l, st->write_max);
ls(&l, " no_buffer="), ln(&l, st->nobuf);
ls(&l, "\n");
write_all(2, l.b, (size_t)l.n);
st->conv_ns = st->conv_max = st->write_ns = st->write_max = 0;
st->convs = st->writes = st->nobuf = 0;
}
int main(int argc, char **argv, char **envp)
{
struct opts o;
if (!parse_args(argc, argv, &o)) {
msg("usage: fp_venc [--height N] [--bitrate BPS] [--peak BPS] [--fps N] [--max-fps N] [--gop-seconds N] "
"[--source PATH] [--encoder PATH] [--probe | --selftest]");
return 2;
}
if (o.selftest) return selftest();
const char *dis = getenv_(envp, "FP_VENC_DISABLE");
if (dis && str_eq(dis, "1")) {
msg("hardware encoder disabled (FP_VENC_DISABLE=1)");
return 4;
}
char src_path[256], enc_path[256];
if (o.source) {
if (str_len(o.source) >= sizeof src_path) return 2;
memcpy(src_path, o.source, str_len(o.source) + 1);
} else if (!find_source(src_path)) {
msg("no SteamVR headset view device (/sys/class/video4linux/*/name == SteamVR)");
return 3;
}
struct src s;
int r = src_open(&s, src_path);
if (r) return r;
if (o.encoder) {
if (str_len(o.encoder) >= sizeof enc_path) return 2;
memcpy(enc_path, o.encoder, str_len(o.encoder) + 1);
} else if (!find_encoder(enc_path)) {
msg("no V4L2 hardware encoder found");
return 4;
}
int ow, oh;
fp_out_size(s.w, s.h, (int)o.height, &ow, &oh);
int refresh = panel_refresh();
int fps = (int)o.fps;
if (!fps) {
if (refresh > 0) {
int d = (refresh + (int)o.max_fps - 1) / (int)o.max_fps;
fps = (refresh + d / 2) / d;
} else {
fps = 30;
}
}
struct enc e;
memset(&e, 0, sizeof e);
r = enc_open(&e, enc_path, ow, oh, fps, &o);
if (r) return r;
struct line info = {.n = 0};
info_json(&info, enc_path, src_path, &s, ow, oh, refresh, fps, o.bitrate);
if (o.probe) {
write_all(1, info.b, (size_t)info.n);
sys_close(e.fd);
sys_close(s.fd);
return 0;
}
struct line il = {.n = 0};
ls(&il, TAG "info "), ls(&il, info.b);
write_all(2, il.b, (size_t)il.n);
void *scratch = alloc(fp_scratch_size(s.w, s.h, ow, oh));
if (!scratch) return fail(4, "scratch memory", -ENOMEM);
/* Ignore SIGPIPE: a closed stdout becomes EPIPE from write() and we stop quietly. */
struct { void *handler; unsigned long flags; void *restorer; uint64_t mask; } sa = {(void *)1, 0, 0, 0};
sys6(__NR_rt_sigaction, 13 /* SIGPIPE */, (long)&sa, 0, 8, 0, 0);
for (int i = 0; i < ENC_BUFS; i++)
if ((r = enc_queue_buf(&e, V4L2_BUF_TYPE_VIDEO_CAPTURE_MPLANE, i, 0, 0)) < 0) return fail(4, "encoder QBUF", r);
uint32_t t = V4L2_BUF_TYPE_VIDEO_OUTPUT_MPLANE;
if ((r = sys_ioctl(e.fd, VIDIOC_STREAMON, &t)) < 0) return fail(4, "encoder STREAMON (OUTPUT)", r);
t = V4L2_BUF_TYPE_VIDEO_CAPTURE_MPLANE;
if ((r = sys_ioctl(e.fd, VIDIOC_STREAMON, &t)) < 0) return fail(4, "encoder STREAMON (CAPTURE)", r);
t = V4L2_BUF_TYPE_VIDEO_CAPTURE;
if ((r = sys_ioctl(s.fd, VIDIOC_STREAMON, &t)) < 0) return fail(3, "source STREAMON", r);
struct stats st = {0};
const int64_t t0 = now_ns(), period = 1000000000 / fps;
int64_t next_stats = t0 + 10000000000LL, quiet_src = 0, quiet_enc = 0;
long slot = 0; /* next slot to submit; due at t0 + slot * 1e9 / fps */
long pic = 0; /* current picture: 0 = black (no source frame yet), +1 per new source frame */
for (int i = 0; i < ENC_BUFS; i++) e.out_pic[i] = -1;
int want_key = 0, stdin_open = 1, sent_any = 0, rc = 0;
for (;;) {
int64_t now = now_ns();
long due_upto = (long)((now - t0) * fps / 1000000000); /* last slot whose time has come */
if (due_upto - slot + 1 > fps) { /* > 1 s behind (e.g. SIGSTOP): don't replay it all */
say("fell behind; skipping slots: ", 0, due_upto - slot, 1);
st.skipped += due_upto - slot;
slot = due_upto;
}
/* Submit every due slot for which an OUTPUT buffer is free. */
while (slot <= due_upto) {
int i = 0;
while (i < ENC_BUFS && !e.out_free[i]) i++;
if (i == ENC_BUFS) {
st.nobuf++;
break;
}
uint8_t *m = e.out_mem[i];
if (s.held >= 0 && s.fresh) pic++;
if (e.out_pic[i] != pic) {
if (s.held >= 0) {
int64_t tc = now_ns();
fp_convert(s.mem[s.held], s.w, s.h, s.stride, m, e.stride, m + (size_t)e.stride * e.hpad,
e.stride, ow, oh, scratch);
tc = now_ns() - tc;
st.conv_ns += tc, st.convs++;
if (tc > st.conv_max) st.conv_max = tc;
} else { /* no source frame yet: black */
memset(m, 16, (size_t)e.stride * oh);
memset(m + (size_t)e.stride * e.hpad, 128, (size_t)e.stride * oh / 2);
}
e.out_pic[i] = pic;
}
if (!s.fresh && sent_any) st.repeats++;
s.fresh = 0;
if (want_key) set_ctrl(e.fd, V4L2_CID_MPEG_VIDEO_FORCE_KEY_FRAME, 1, "FORCE_KEY_FRAME", 0), want_key = 0;
if ((r = enc_queue_buf(&e, V4L2_BUF_TYPE_VIDEO_OUTPUT_MPLANE, i, e.out_size, slot * 1000000 / fps)) < 0) {
rc = fail(1, "encoder QBUF (OUTPUT)", r);
goto stop;
}
e.out_free[i] = 0;
if (now_ns() >= t0 + (slot + 1) * 1000000000 / fps) st.late++;
st.frames++, slot++, sent_any = 1;
}
if (now >= next_stats) {
stats_line(&st, now - t0);
next_stats += 10000000000LL;
}
/* Wait for the next slot, a source frame, encoder progress or a stdin command. If a slot is already due we
* are waiting for a free OUTPUT buffer: the encoder fd's POLLOUT wakes us. */
int64_t wait = slot <= due_upto ? period : t0 + slot * 1000000000 / fps - now;
if (wait < 0) wait = 0;
struct pollfd_k f[3];
int nf = 0, isrc = -1, ienc = -1, iin = -1;
if (now >= quiet_src) isrc = nf, f[nf++] = (struct pollfd_k){s.fd, POLLIN, 0};
if (now >= quiet_enc) ienc = nf, f[nf++] = (struct pollfd_k){e.fd, POLLIN | POLLOUT, 0};
if (stdin_open) iin = nf, f[nf++] = (struct pollfd_k){0, POLLIN, 0};
/* An fd left out after an error comes back when its quiet time ends. */
if (now < quiet_src && quiet_src - now < wait) wait = quiet_src - now;
if (now < quiet_enc && quiet_enc - now < wait) wait = quiet_enc - now;
struct timespec ts = {wait / 1000000000, wait % 1000000000};
int n = sys_ppoll(f, (unsigned)nf, &ts);
if (n < 0 && n != -EINTR) {
rc = fail(1, "ppoll", n);
goto stop;
}
if (n <= 0) continue;
if (isrc >= 0 && f[isrc].revents) {
int had = s.held;
int was_fresh = s.fresh;
src_drain(&s);
/* POLLERR without a frame (e.g. the writer is gone): don't spin on it, look again in 100 ms. */
if ((f[isrc].revents & (POLLERR | POLLHUP | POLLNVAL)) && s.held == had && s.fresh == was_fresh)
quiet_src = now + 100000000;
}
if (ienc >= 0 && f[ienc].revents) {
int k = enc_reap(&e, &st);
if (k < 0) goto stop_quiet;
if (k > 0) {
rc = fail(1, "encoder stopped unexpectedly", -EIO);
goto stop;
}
if (f[ienc].revents & (POLLERR | POLLNVAL)) quiet_enc = now + 2000000;
}
if (iin >= 0 && f[iin].revents) {
if (f[iin].revents & POLLNVAL) {
stdin_open = 0;
} else {
char cmd[64];
long got = sys_read(0, cmd, sizeof cmd);
if (got == 0) goto stop; /* EOF: the PC side closed the channel */
for (long k = 0; k < got; k++) {
if (cmd[k] == 'k') want_key = 1;
if (cmd[k] == 'q') goto stop;
}
}
}
}
stop:
drain_and_close(&e, &s, &st);
stats_line(&st, now_ns() - t0);
return rc;
stop_quiet: /* stdout is gone: nothing left to drain into */
{
uint32_t ty = V4L2_BUF_TYPE_VIDEO_OUTPUT_MPLANE;
sys_ioctl(e.fd, VIDIOC_STREAMOFF, &ty);
ty = V4L2_BUF_TYPE_VIDEO_CAPTURE_MPLANE;
sys_ioctl(e.fd, VIDIOC_STREAMOFF, &ty);
sys_close(e.fd);
sys_close(s.fd);
}
return 0;
}
+17
View File
@@ -0,0 +1,17 @@
/* Minimal stand-in for libc's <sys/time.h>: linux/videodev2.h includes it for struct timeval (v4l2_buffer) and
* struct timespec (v4l2_event). There is no libc at build time (fp_venc is freestanding), so the two structs are
* declared here with the aarch64 Linux layout (two 64-bit longs each). */
#ifndef FP_VENC_SYS_TIME_H
#define FP_VENC_SYS_TIME_H
struct timeval {
long tv_sec;
long tv_usec;
};
struct timespec {
long tv_sec;
long tv_nsec;
};
#endif
+131
View File
@@ -0,0 +1,131 @@
/* Process entry and the few libc pieces fp_venc needs (see sys.h). */
#include "sys.h"
/* The kernel starts us with sp -> argc, argv[0..argc-1], NULL, envp..., NULL (16-byte aligned). Clear the frame
* pointer and link register so backtraces end here, then hand sp to C. */
__asm__(".text\n"
".global _start\n"
".type _start,%function\n"
"_start:\n"
" mov x29, #0\n"
" mov x30, #0\n"
" mov x0, sp\n"
" bl start_c\n"
" brk #0\n");
__attribute__((noreturn, used)) void start_c(long *sp)
{
int argc = (int)sp[0];
char **argv = (char **)(sp + 1);
char **envp = argv + argc + 1;
sys_exit(main(argc, argv, envp));
}
/* The compiler may emit calls to these for struct copies/zeroing. Byte loops are enough: the hot paths (picture
* conversion) never use them. -ffreestanding/-fno-builtin keep clang from turning these loops back into calls. */
void *memcpy(void *d, const void *s, size_t n)
{
unsigned char *dp = d;
const unsigned char *sp = s;
while (n--) *dp++ = *sp++;
return d;
}
void *memset(void *d, int c, size_t n)
{
unsigned char *dp = d;
while (n--) *dp++ = (unsigned char)c;
return d;
}
void *memmove(void *d, const void *s, size_t n)
{
unsigned char *dp = d;
const unsigned char *sp = s;
if (dp < sp) {
while (n--) *dp++ = *sp++;
} else {
while (n--) dp[n] = sp[n];
}
return d;
}
size_t str_len(const char *s)
{
size_t n = 0;
while (s[n]) n++;
return n;
}
int str_eq(const char *a, const char *b)
{
while (*a && *a == *b) a++, b++;
return *a == *b;
}
int str_contains(const char *hay, const char *needle)
{
size_t n = str_len(needle);
for (; *hay; hay++) {
size_t i = 0;
while (i < n && hay[i] == needle[i]) i++;
if (i == n) return 1;
}
return n == 0;
}
int parse_uint(const char *s, long *out)
{
long v = 0;
if (!s || !*s) return 0;
for (; *s; s++) {
if (*s < '0' || *s > '9') return 0;
v = v * 10 + (*s - '0');
if (v > 0x7fffffffL) return 0;
}
*out = v;
return 1;
}
int64_t now_ns(void)
{
struct timespec ts = {0, 0};
sys_clock_gettime(1 /* CLOCK_MONOTONIC */, &ts);
return (int64_t)ts.tv_sec * 1000000000 + ts.tv_nsec;
}
void write_all(int fd, const void *b, size_t n)
{
const char *p = b;
while (n) {
long r = sys_write(fd, p, n);
if (r == -EINTR || r == -EAGAIN) continue;
if (r <= 0) return;
p += r;
n -= (size_t)r;
}
}
void ls(struct line *l, const char *s)
{
while (*s && l->n < (int)sizeof(l->b) - 1) l->b[l->n++] = *s++;
}
void ln(struct line *l, long v)
{
char t[24];
int i = 0;
unsigned long u = v < 0 ? 0UL - (unsigned long)v : (unsigned long)v;
if (v < 0) ls(l, "-");
do t[i++] = (char)('0' + u % 10); while ((u /= 10) && i < 23);
while (i && l->n < (int)sizeof(l->b) - 1) l->b[l->n++] = t[--i];
}
void lms(struct line *l, int64_t ns)
{
int64_t us = ns / 1000;
ln(l, (long)(us / 1000));
ls(l, ".");
ls(l, us % 1000 < 100 ? (us % 1000 < 10 ? "00" : "0") : "");
ln(l, (long)(us % 1000));
}
+81
View File
@@ -0,0 +1,81 @@
/* fp_venc's whole "libc": raw aarch64 Linux syscalls plus a few helpers. The program is fully static and
* freestanding (no libc exists at build time), so everything it needs from the kernel goes through svc #0 here. */
#ifndef FP_VENC_SYS_H
#define FP_VENC_SYS_H
#include <stdint.h>
#include <stddef.h>
#include <sys/time.h> /* our stub: struct timespec */
#include <asm/unistd.h> /* syscall numbers (asm-generic table) */
#include <asm/errno.h>
/* open flags (asm-generic values, used by aarch64). Bionic's copy of linux/fcntl.h pulls in libc's bits/ headers, so
* the few we need are spelled out here. */
#define O_RDONLY 00
#define O_RDWR 02
#define O_NONBLOCK 04000
#define O_CLOEXEC 02000000
#define AT_FDCWD (-100)
#include <linux/mman.h> /* PROT_*, MAP_* */
#include <linux/poll.h> /* POLL* */
/* Syscalls return the kernel's value: >= 0 success, -errno failure. */
static inline long sys6(long n, long a, long b, long c, long d, long e, long f)
{
register long x8 __asm__("x8") = n;
register long x0 __asm__("x0") = a;
register long x1 __asm__("x1") = b;
register long x2 __asm__("x2") = c;
register long x3 __asm__("x3") = d;
register long x4 __asm__("x4") = e;
register long x5 __asm__("x5") = f;
__asm__ volatile("svc #0" : "+r"(x0) : "r"(x8), "r"(x1), "r"(x2), "r"(x3), "r"(x4), "r"(x5) : "memory", "cc");
return x0;
}
struct pollfd_k { int fd; short events; short revents; }; /* struct pollfd (not in the UAPI headers) */
static inline long sys_read(int fd, void *b, size_t n) { return sys6(__NR_read, fd, (long)b, (long)n, 0, 0, 0); }
static inline long sys_write(int fd, const void *b, size_t n) { return sys6(__NR_write, fd, (long)b, (long)n, 0, 0, 0); }
static inline int sys_open(const char *p, int flags) { return (int)sys6(__NR_openat, AT_FDCWD, (long)p, flags, 0, 0, 0); }
static inline int sys_close(int fd) { return (int)sys6(__NR_close, fd, 0, 0, 0, 0, 0); }
static inline int sys_ioctl(int fd, unsigned long req, void *arg) { return (int)sys6(__NR_ioctl, fd, (long)req, (long)arg, 0, 0, 0); }
static inline long sys_readlink(const char *p, char *b, size_t n) { return sys6(__NR_readlinkat, AT_FDCWD, (long)p, (long)b, (long)n, 0, 0); }
static inline void *sys_mmap(void *a, size_t len, int prot, int flags, int fd, long off)
{
return (void *)sys6(__NR_mmap, (long)a, (long)len, prot, flags, fd, off);
}
static inline int sys_munmap(void *a, size_t len) { return (int)sys6(__NR_munmap, (long)a, (long)len, 0, 0, 0, 0); }
static inline int sys_ppoll(struct pollfd_k *f, unsigned n, const struct timespec *ts)
{
return (int)sys6(__NR_ppoll, (long)f, n, (long)ts, 0, 8, 0);
}
static inline int sys_clock_gettime(int clk, struct timespec *ts) { return (int)sys6(__NR_clock_gettime, clk, (long)ts, 0, 0, 0, 0); }
__attribute__((noreturn)) static inline void sys_exit(int code)
{
for (;;) sys6(__NR_exit_group, code, 0, 0, 0, 0, 0);
}
/* mmap returns -errno in the pointer on failure. */
static inline int mmap_failed(void *p) { return (unsigned long)p > (unsigned long)-4096; }
/* Helpers (sys.c). */
void *memcpy(void *d, const void *s, size_t n);
void *memset(void *d, int c, size_t n);
void *memmove(void *d, const void *s, size_t n);
size_t str_len(const char *s);
int str_eq(const char *a, const char *b);
int str_contains(const char *hay, const char *needle);
int parse_uint(const char *s, long *out); /* plain decimal, 0..2^31-1; 1 = ok */
int64_t now_ns(void); /* CLOCK_MONOTONIC */
void write_all(int fd, const void *b, size_t n); /* best effort (stderr) */
/* A small line builder for stderr/JSON output: no printf here. */
struct line { char b[600]; int n; };
void ls(struct line *l, const char *s);
void ln(struct line *l, long v);
void lms(struct line *l, int64_t ns); /* nanoseconds as "<ms>.<3 digits>" */
int main(int argc, char **argv, char **envp);
#endif
+20 -2
View File
@@ -11,8 +11,9 @@
// Haptics (GitHub #9, found by Klownicle in Lucky's Tale): overport's dispatcher converts an
// XrHapticAmplitudeEnvelopeVibrationFB with its nanosecond duration taken as seconds, so one vibration allocates an
// enormous sample buffer and the Frame runs out of memory and freezes. The shim hands OVRPlugin its own
// xrApplyHapticFeedback, which turns such an envelope into a plain XrHapticVibration (same duration, its peak
// amplitude) before the dispatcher sees it. Everything else passes through unchanged.
// xrApplyHapticFeedback, which turns such an envelope into a plain XrHapticVibration (same duration, its RMS
// amplitude) before the dispatcher sees it; PCM vibrations (XrHapticPcmVibrationFB) are converted the same way.
// Everything else passes through unchanged.
// Upstream: ovrport/app#73; tracked in FramePort GitHub #74.
#include <openxr/openxr.h>
#include <android/log.h>
@@ -69,6 +70,23 @@ static XRAPI_ATTR XrResult XRAPI_CALL apply_haptic_feedback(XrSession session, c
"vibration %.2f", env->amplitudeCount, (long long)env->duration, plain.amplitude);
return overport_haptics(session, info, (const XrHapticBaseHeader *)&plain);
}
if (feedback && feedback->type == XR_TYPE_HAPTIC_PCM_VIBRATION_FB) {
// the other buffered form goes through the same conversion: a plain vibration as long as the samples (all
// consumed), with their RMS
const XrHapticPcmVibrationFB *pcm = (const XrHapticPcmVibrationFB *)feedback;
double sum = 0.0;
for (uint32_t i = 0; pcm->buffer && i < pcm->bufferSize; ++i)
sum += (double)pcm->buffer[i] * pcm->buffer[i];
float rms = pcm->bufferSize ? (float)sqrt(sum / pcm->bufferSize) : 0.0f;
XrDuration duration = pcm->sampleRate > 0 ? (XrDuration)(pcm->bufferSize / pcm->sampleRate * 1e9) : 0;
XrHapticVibration plain = {XR_TYPE_HAPTIC_VIBRATION, NULL, duration > 0 ? duration : XR_MIN_HAPTIC_DURATION,
XR_FREQUENCY_UNSPECIFIED, rms > 1.0f ? 1.0f : rms};
if (pcm->samplesConsumed) *pcm->samplesConsumed = pcm->bufferSize;
if (haptics_logged++ < 3)
__android_log_print(ANDROID_LOG_INFO, TAG, "extension shim: haptic PCM (%u samples at %.0f Hz) -> "
"vibration %.2f", pcm->bufferSize, pcm->sampleRate, plain.amplitude);
return overport_haptics(session, info, (const XrHapticBaseHeader *)&plain);
}
return overport_haptics(session, info, feedback);
}
+185 -2
View File
@@ -152,6 +152,40 @@ class FakeTarget:
"apk_present": True, "recipe": None, "exe": g.get("exe"),
"missing_libraries": ["libwebkit2gtk-4.1.so.0"]}
for g in library.games() if g.get("kind") == "linux" and g["package"] == LINUX_APPIMAGE]
# GitHub #90: most games on internal storage, the second one on a microSD card
sd = {"internal": False, "path": "/run/media/steamos/SD Card", "label": "SD Card"}
for i, g in enumerate(self.games):
g["drive"] = sd if i == 1 else {"internal": True, "path": "/home/steamos", "label": "Internal storage"}
g["drive_missing"] = False
def drives(self) -> list[dict]:
sd_games = sum(1 for g in self.games if not g["drive"]["internal"])
return [{"id": "internal", "path": "/home/steamos", "install_dir": "/home/steamos/Applications/quest-frame",
"label": "Internal storage", "fstype": "ext4", "internal": True, "removable": False,
"free_bytes": 312 * 2**30, "total_bytes": 460 * 2**30, "usable": True, "reason": "",
"games": len(self.games) - sd_games},
{"id": "/run/media/steamos/SD Card", "path": "/run/media/steamos/SD Card",
"install_dir": "/run/media/steamos/SD Card/FramePort", "label": "SD Card", "fstype": "ext4",
"internal": False, "removable": True, "free_bytes": 187 * 2**30, "total_bytes": 238 * 2**30,
"usable": True, "reason": "", "games": sd_games},
{"id": "/run/media/steamos/USB", "path": "/run/media/steamos/USB", "install_dir":
"/run/media/steamos/USB/FramePort", "label": "USB", "fstype": "exfat", "internal": False,
"removable": True, "free_bytes": 50 * 2**30, "total_bytes": 64 * 2**30, "usable": False,
"reason": "exfat can't hold game data (no Unix permissions or symlinks); format the drive in "
"SteamOS to install games on it", "games": 0}]
def move(self, package, dest, reporter) -> dict:
reporter.stage("Move game files")
for i in range(5):
reporter.progress(i / 4, f"Copying {i / 2:.1f}/2.0 GiB")
time.sleep(0.5)
return {"state": "done", "package": package}
def set_desktop_entry(self, package, enabled) -> dict:
for g in self.games:
if g["package"] == package:
g["desktop_entry"] = enabled
return {"enabled": enabled}
def describe(self) -> dict:
return {"hostname": "steamframe", "os": "SteamOS", "os_version": "3.8", "build_id": "20260922",
@@ -182,6 +216,94 @@ class FakeKeyboardSession:
self.closed = True
class FakeMonitorSession:
"""--fake-frame: the Monitor tab's stream as synthetic samples, one per second, shaped like a real Quest game on
the dev Frame (2026-10-07): 72 fps, the game's Android container, SteamVR/Steam as context. Two minutes are sent
at once first, so the charts are full in screenshots. GAME = --game (else the library's first game)."""
GAME: str | None = None
BACKFILL = 120
# (name, group, CPU %, GPU %, memory); "GAME" = the game's package
PROCS = [("GAME", "game", 9.8, 44.0, 1_350_000_000), ("vrcompositor", "steamvr", 1.4, 9.0, 80_000_000),
("system_server", "game", 1.1, 0.0, 296_000_000), ("XRServiceLoopTh", "steamvr", 0.5, 0.0, 433_000_000),
("steamwebhelper", "steam", 0.4, 0.0, 350_000_000), ("com.android.systemui", "game", 0.1, 0.0,
229_000_000),
("surfaceflinger", "game", 0.1, 0.4, 96_000_000), ("audioserver", "game", 0.1, 0.0, 31_000_000),
("com.android.providers.media.module", "game", 0.1, 0.0, 130_000_000),
("com.android.launcher3", "game", 0.0, 0.0, 194_000_000), ("main", "game", 0.0, 0.0, 178_000_000),
("com.android.settings", "game", 0.0, 0.0, 172_000_000),
("com.android.networkstack.process", "game", 0.0, 0.0, 130_000_000),
("android.ext.services", "game", 0.0, 0.0, 111_000_000)] + \
[("vrwebhelper", "steamvr", 0.3, 0.0, 160_000_000 + i * 9_000_000) for i in range(4)]
def __init__(self, frame, on_sample, on_end=None):
import math
self.math, self.closed, self.on_sample = math, False, on_sample
self.static = {"agent": 62, "cores": 8, "gpu_max_mhz": 903, "mem_total": 16 * 1024 ** 3, "fan": True,
"clusters": [{"cpus": [0, 1], "max_mhz": 2265}, {"cpus": [2, 3, 4], "max_mhz": 3148},
{"cpus": [5, 6], "max_mhz": 2956}, {"cpus": [7], "max_mhz": 3052}],
"temp_groups": ["CPU", "GPU", "Memory", "Battery", "NPU", "Power ICs", "Modem", "Camera"]}
self.t = 0
threading.Thread(target=self._run, daemon=True).start()
def _sample(self) -> dict:
m, t = self.math, self.t
wave = lambda a, p, o=0: a * (1 + m.sin(t / p + o)) / 2 # noqa: E731
g = library.game(self.GAME) if self.GAME else (library.games() or [None])[0]
game = g or {"package": "com.example.game", "title": "Example Game"}
pkg = game["package"]
procs = [{"pid": 570799 + i * 37, "ppid": 1, "name": pkg if n == "GAME" else n,
"group": f"game:{pkg}" if grp == "game" else grp, "game": pkg if grp == "game" else None,
"cpu": round(c * (0.85 + wave(0.3, 3, i)), 1), "gpu": round(gp * (0.9 + wave(0.2, 5, i)), 1),
"rss": r, "age": 1500 + t, "uid": 1000, "critical": grp in ("steamvr", "steam"), "locked": False,
"context": grp != "game"}
for i, (n, grp, c, gp, r) in enumerate(self.PROCS)]
return {
"t": time.time() - max(0, self.BACKFILL - t), "dt": 1.0, "self_ms": 11.5,
"cpu": {"total": round(15 + wave(4, 4), 1), "cores": [round(4 + wave(30, 3 + i, i), 1) for i in range(8)],
"mhz": [2265, 1996, 1920, 518]},
"gpu": {"busy": round(52 + wave(8, 5), 1), "mhz": 903},
"mem": {"total": 15.3 * 1024 ** 3, "avail": int((8.3 - wave(0.15, 9)) * 1024 ** 3),
"swap_total": 7.6 * 1024 ** 3, "swap_free": 7.4 * 1024 ** 3},
"psi": {"cpu": 1.0, "memory": 0.0, "io": 0.1},
"temps": {"CPU": round(48 + wave(1.5, 11), 1), "GPU": round(46.5 + wave(1, 13), 1), "Memory": 47.1,
"Battery": 27.7, "NPU": 47.3, "Power ICs": 37.0, "Modem": 44.2, "Camera": 46.3},
"zones": {"CPU": {"cpu7-top": 48.4, "cpu0": 44.0}, "GPU": {"gpuss-0": 46.5}},
"fan": 8500 + int(wave(300, 7)),
"power": {"system": round(7.3 + wave(0.6, 4), 2), "cpu": 0.85, "gpu": round(1.0 + wave(0.3, 5), 2),
"npu": 0.1},
"battery": {"percent": 95, "status": "Discharging", "plugged": False, "draining": True, "watts": -1.96,
"empty_s": 22440},
"net": {"wlan0": [int(2000 + wave(4000, 3)), 1000], "wlanap": [0, 0], "usb0": [0, 0]},
"games": [{"package": pkg, "title": game.get("title") or pkg, "kind": "quest", "appid": 1,
"elapsed": 1500 + t, "cpu": 9.4, "gpu": round(44 + wave(6, 5), 1), "mem": 3_390_000_000,
"processes": 87, "fps": round(71.6 + wave(0.6, 2) - (9 if t % 41 == 30 else 0), 1),
"frame_ms": 0.0}],
"procs": procs, "filter": "game"}
def _run(self) -> None:
for self.t in range(100000):
if self.closed:
return
self.on_sample(self._sample())
if self.t >= self.BACKFILL: # the first two minutes at once (full charts), then one per second
time.sleep(1)
def set_interval(self, s): pass # noqa: E704
def set_filter(self, w): pass # noqa: E704
def pause(self, p): pass # noqa: E704
def kill(self, pid, sig="TERM", force=False):
return {"ended": True, "pid": pid}
def end_game(self, package):
return {"ended": True, "via": "steam"}
def close(self):
self.closed = True
def open_type_tab(app: FramePortApp) -> None:
"""The Type on Frame tab, with one key 'pressed' so the screenshot shows it working."""
app.type_on_frame()
@@ -189,6 +311,14 @@ def open_type_tab(app: FramePortApp) -> None:
app.keyboard_view.press("Enter")
def open_monitor_details(app: FramePortApp) -> None:
"""The Monitor with its details row open."""
app.go("monitor")
time.sleep(2)
if not app.monitor_view.details.visible:
app.monitor_view.toggle_details()
LINUX_APPIMAGE = "linux.venera" # --linux's packages
LINUX_FOLDER = "linux.matineevr"
@@ -281,7 +411,11 @@ def main() -> int:
ap.add_argument("--docs", action="store_true", help="only the screens used in the docs (Library, --game, Frame)")
ap.add_argument("--gestures", action="store_true", help="with --fake-frame: real mouse drags (drag-select) and "
"right-clicks (menus) in Files, Screenshots and the Library; prints what got selected")
ap.add_argument("--only", default=None, help="comma-separated step names to keep (e.g. monitor,monitor-details)")
ap.add_argument("--linux", action="store_true", help="add two pretend arm64 Linux apps and render their pages")
ap.add_argument("--links", action="store_true", help="install links: the Add games menu, the paste dialog, the "
"confirmation for a pretend FrameDrop manifest, Settings → Install links and (with --game) the "
"VR / flat window choice")
args = ap.parse_args()
if args.linux:
add_fake_linux_apps()
@@ -297,6 +431,7 @@ def main() -> int:
steps = [("library", lambda a: a.navigate(0)), ("frame", lambda a: a.navigate(1)),
("files", lambda a: a.go("files")), ("screenshots", lambda a: a.go("screenshots")),
("live", lambda a: a.go("live")), ("keyboard", lambda a: a.go("keyboard")),
("monitor", lambda a: a.go("monitor")), ("monitor-details", open_monitor_details),
("tools", lambda a: a.go("settings"))]
if game:
steps.insert(1, ("game", lambda a: a.open_game(game)))
@@ -304,6 +439,8 @@ def main() -> int:
steps += [("share-dialog", lambda a: a.share_config_dialog(game)),
("report-dialog", lambda a: (a.page.pop_dialog(), a.report_problem_dialog(game))),
("custom-art-dialog", lambda a: (a.page.pop_dialog(), a.custom_artwork(game)))]
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))))
# last: the right-click menu stays open over whatever comes next
steps.append(("library-menu", lambda a: (a.page.pop_dialog(), a.navigate(0), time.sleep(3),
a.library_view.open_menu(game))))
@@ -319,6 +456,7 @@ def main() -> int:
steps.append(("screenshots", lambda a: a.go("screenshots")))
steps.append(("screenshot-viewer", lambda a: a.screenshots_view.viewer(0)))
steps.append(("type-on-frame", lambda a: (a.page.pop_dialog(), open_type_tab(a))))
steps.append(("monitor", lambda a: a.go("monitor")))
steps.append(("power-confirm", lambda a: (a.page.pop_dialog(), a.frame_power("restart"))))
mouse: dict[str, callable] = {} # step name -> mouse actions (Playwright page) after its screenshot
if args.gestures:
@@ -376,7 +514,47 @@ def main() -> int:
("linux-folder-customize", lambda a: a.open_game(LINUX_FOLDER, advanced=True)),
("linux-change-program", lambda a: a.choose_exe(LINUX_FOLDER)),
("frame", lambda a: (a.page.pop_dialog(), a.navigate(1))),
("linux-menu", lambda a: (a.navigate(0), time.sleep(3), a.library_view.open_menu(LINUX_APPIMAGE)))]
("linux-move", lambda a: a.move_game(LINUX_APPIMAGE) if args.fake_frame else None),
("linux-menu", lambda a: (a.page.pop_dialog(), a.navigate(0), time.sleep(3),
a.library_view.open_menu(LINUX_APPIMAGE)))]
if args.links:
from frameport import deeplink
from frameport.ui.views import link_dialog
fake = deeplink.Manifest("Example Game", [
deeplink.ManifestFile("https://cdn.example.com/example-game-arm64.apk", "ab" * 32),
deeplink.ManifestFile("https://cdn.example.com/main.1.com.example.game.obb")],
"https://example.com/example-game.framedrop.json",
description="A puzzle adventure across floating islands: build bridges, bend light and find your way home. "
"Room-scale or seated, with smooth or snap turning.",
icon="https://example.com/icon.png")
sizes = {fake.files[0].url: 412_000_000, fake.files[1].url: 1_900_000_000}
from PIL import Image, ImageDraw
from frameport.core.paths import user_data_dir
icon = user_data_dir() / "downloads" / "icons" / "smoke-example.png" # a stand-in for the downloaded icon
icon.parent.mkdir(parents=True, exist_ok=True)
im = Image.new("RGBA", (256, 256), (0, 0, 0, 0))
ImageDraw.Draw(im).rounded_rectangle((8, 8, 248, 248), 48, fill=(124, 92, 255, 255))
ImageDraw.Draw(im).ellipse((72, 72, 184, 184), fill=(255, 214, 102, 255))
im.save(icon)
def add_menu(a):
a.navigate(0)
time.sleep(2)
steps = [("library", add_menu),
("links-paste", lambda a: a.pick_link()),
("links-confirm", lambda a: (a.page.pop_dialog(), link_dialog._confirm(a, fake, sizes, False, icon))),
("links-settings", lambda a: (a.page.pop_dialog(), a.go("settings")))]
if game:
steps.append(("links-display-mode", lambda a: a.open_game(game, advanced=True)))
def add_menu_open(page):
page.mouse.click(1194, 94) # Add games (1280-wide viewport)
time.sleep(2)
page.screenshot(path=str(args.out / "library-add-menu.png"))
page.mouse.click(120, 520) # outside the menu (Flutter's popup ignores Escape)
mouse["library"] = add_menu_open # tall pages: run with e.g. --viewport 1280x3200
if args.usb_setup:
def continue_usb(a):
dialog = [d for d in a.page._dialogs.controls if d.open and type(d).__name__ == "AlertDialog"][-1]
@@ -434,12 +612,17 @@ def main() -> int:
steps.append(("game-connected", lambda a: a.open_game(game)))
if not args.no_test:
steps.append(("launch-test-job", job))
if args.only: # in the order given (e.g. frame-connected,monitor)
by_name = dict(steps)
steps = [(n, by_name[n]) for n in args.only.split(",") if n in by_name]
ready, done = threading.Event(), []
if args.fake_frame: # never reach a real Frame (start-up auto-connect, discovery, the 30 s poll)
from frameport.frame import keyboard
from frameport.frame import keyboard, monitor
keyboard.KeyboardSession = FakeKeyboardSession
monitor.MonitorSession = FakeMonitorSession
FakeMonitorSession.GAME = game # the game card shows --game (with its artwork)
FramePortApp.connect = lambda self, *a, **k: None
FramePortApp.refresh_frame = lambda self, *a, **k: None
+99 -3
View File
@@ -9,19 +9,84 @@ from pathlib import Path
from ..apk import axml
from ..core.models import Analysis
from . import elf
from .unity_split import split_build as unity_split_build
logging.getLogger("pyaxmlparser").setLevel(logging.ERROR)
UNITY_GGM = "assets/bin/Data/globalgamemanagers"
IL2CPP_METADATA = "assets/bin/Data/Managed/Metadata/global-metadata.dat"
# The version of what analyze() stores (Analysis.extra["analysis_version"]). BUMP IT whenever analyze() gains a field
# or detects something differently that patches/heuristics read: library entries analysed by an older FramePort are
# then analysed again in the background at the next start (pipeline.refresh_analyses), so their new patches are
# offered (GitHub #104: entries from before `sdl_java` never got frame.sdl_clipboard). Entries without it are 0.
# 1: sdl_java, min_sdk, web_wrapper, expects_obb, vr_activity, unity_version (2026-10)
# 2: unity_split (a Unity split-binary build expects an OBB too: expects_obb) (2026-10)
# 3: unreal_ovrp_lookups (the OVRPlugin functions Unreal's Oculus module looks up: frame.unreal_ovrp_entrypoints)
ANALYSIS_VERSION = 3
def _read_manifest_info(path: Path) -> tuple[str, str, str, str | None]:
# Android versions by API level (for messages); the Frame's Lepton container runs Android 11 (API 30)
ANDROID_VERSIONS = {29: "10", 30: "11", 31: "12", 32: "12L", 33: "13", 34: "14", 35: "15", 36: "16", 37: "17"}
FRAME_API = 30
# Quest games declare up to API 32 (Quest's Android 12L) and run on the Frame (OVRPort lowers minSdk to 29; they
# don't call newer Android classes). From API 33 on, apps call Android 13+ classes at start (GitHub #71/#72: minSdk
# 34, NoClassDefFoundError android/window/OnBackInvokedCallback, NoSuchMethodError VarHandle.storeStoreFence).
MAX_RUNNABLE_MIN_SDK = 32
def android_version(api: int) -> str:
"""'14' for API 34."""
return ANDROID_VERSIONS.get(api, f"API {api}")
def too_new_android(min_sdk: int | None) -> bool:
"""The APK needs a newer Android than the Frame's Lepton (11): it crashes at start on missing Android classes."""
return bool(min_sdk) and min_sdk > MAX_RUNNABLE_MIN_SDK
TWA_URL_KEY = "android.support.customtabs.trusted.DEFAULT_URL"
TWA_ACTIVITY = "com.google.androidbrowserhelper.trusted.LauncherActivity"
UE_OBB_KEY = ".GameActivity.bHasOBBFiles" # com.epicgames.ue4.… (UE4) / com.epicgames.unreal.… (UE5)
def expects_obb(meta: dict) -> bool:
"""Unreal packaged the game's content as an OBB (expansion file) and opens it at start."""
return any(k.endswith(UE_OBB_KEY) and v in (True, "true", "True") for k, v in meta.items())
def _read_manifest_info(path: Path):
"""(package, versionName, label, main activity, pyaxmlparser APK)."""
from pyaxmlparser import APK
apk = APK(str(path))
label = apk.application or apk.package
return apk.package, apk.version_name or "", label, apk.get_main_activity()
return apk.package, apk.version_name or "", label, apk.get_main_activity(), apk
def _resolve_string(apk, value) -> str | None:
"""A meta-data value: the string itself, or a @string/… reference resolved through resources.arsc."""
if isinstance(value, str):
return value
if apk is None or isinstance(value, bool) or not isinstance(value, int):
return None
try:
res = apk.get_android_resources()
for _config, v in (res.get_resolved_res_configs(value) if res else ()):
if isinstance(v, str) and v:
return v
except Exception: # noqa: BLE001 - a broken resource table only loses the URL
pass
return None
def web_wrapper(meta: dict, manifest_strings: list[str], apk=None) -> dict | None:
"""A Trusted Web Activity (Bubblewrap, Meta's PWA packaging): the APK only opens a website in a browser app
(Meta's com.oculus.browser on Quest), which Lepton doesn't have (GitHub #86). {"url": str | None} or None."""
if TWA_URL_KEY not in meta and TWA_ACTIVITY not in manifest_strings:
return None
url = _resolve_string(apk, meta.get(TWA_URL_KEY))
return {"url": url if url and url.startswith(("https://", "http://")) else None}
def _unreal_version(z: zipfile.ZipFile, lib: str) -> str | None:
@@ -111,8 +176,10 @@ def analyze(path: Path, deep: bool = True, data_bytes: int | None = None) -> Ana
if "assets/bin/Data/boot.config" in names else "")
ggm = z.read(UNITY_GGM) if deep and UNITY_GGM in names else None
il2cpp_meta = z.read(IL2CPP_METADATA) if deep and IL2CPP_METADATA in names and "libil2cpp.so" in libs else None
# a Unity split build: the rest of the game is in a zip OBB (analysis/unity_split.py)
unity_split = "libunity.so" in libs and unity_split_build(z, names, ggm, deep)
package, version, label, activity = _read_manifest_info(path)
package, version, label, activity, apk_info = _read_manifest_info(path)
libset = set(libs)
engine = ("Unreal" if libset & {"libUE4.so", "libUnreal.so"} else "Unity" if "libunity.so" in libset
else "CryEngine" if "libCrySystem.so" in libset else "Other")
@@ -159,6 +226,7 @@ def analyze(path: Path, deep: bool = True, data_bytes: int | None = None) -> Ana
manifest_strings = axml.Axml(manifest).strings()
features = _features(manifest)
used_perms, _ = axml.used_and_declared_permissions(manifest)
meta = axml.meta_data(manifest)
return Analysis(
package=package,
version=version,
@@ -178,6 +246,7 @@ def analyze(path: Path, deep: bool = True, data_bytes: int | None = None) -> Ana
is_overport_output=is_overport,
debuggable=bool(axml.Axml(manifest).get_bool("application", "debuggable")),
extra={
"analysis_version": ANALYSIS_VERSION,
"frame_patched": "libframe_settings.so" in libset, # already has FramePort's FrameBridge adapter
# Team Beef's TBXR ports pick their OpenXR path by headset maker (frame.tbxr_vendor): their libraries
# the game asks Meta's platform for asset files (content shipped as separate files, frame.asset_files)
@@ -216,10 +285,37 @@ def analyze(path: Path, deep: bool = True, data_bytes: int | None = None) -> Ana
# a 2D launcher activity that starts a separate VR activity (frame.start_activity)
"vr_activity": axml.vr_activity(manifest),
"unity_version": unity_version(ggm, lib_bytes.get("libunity.so")) if engine == "Unity" else None,
# the minimum Android version the APK declares (read from the original: OVRPort lowers it to 29)
"min_sdk": axml.min_sdk(manifest),
# a website in an Android wrapper (TWA): nothing to port
"web_wrapper": web_wrapper(meta, manifest_strings, apk_info),
# Unreal packaged its content as an OBB (expansion file), or a Unity split build keeps all but its first
# scene in one: without it the game hangs at start (GitHub #85, #92)
"expects_obb": expects_obb(meta) or unity_split,
"unity_split": unity_split,
# Unreal's Oculus module needs every OVRPlugin function it looks up (frame.unreal_ovrp_entrypoints)
"unreal_ovrp_lookups": (ovrp_lookups(lib_bytes.get(engine_lib.rsplit("/", 1)[1], b""))
if engine_lib and "libOVRPlugin.so" in libset else []),
},
)
def ovrp_lookups(data: bytes) -> list[str]:
"""The OVRPlugin function names (`ovrp_*` strings) an engine library holds: Unreal's Oculus module looks each one
up with dlsym in libOVRPlugin.so and gives up on VR when any is missing (FOculusHMDModule::
InitializeOculusPluginWrapper)."""
names, at = set(), data.find(b"\0ovrp_")
while at >= 0:
end = data.find(b"\0", at + 1)
if end < 0:
break
name = data[at + 1:end]
if re.fullmatch(rb"ovrp_[A-Za-z0-9_]+", name):
names.add(name.decode())
at = data.find(b"\0ovrp_", end)
return sorted(names)
def unity_text_fields(metadata: bytes) -> list[str]:
"""The Unity text field classes an IL2CPP game contains (names from its global-metadata.dat string table)."""
out = []
+69 -4
View File
@@ -1,5 +1,5 @@
"""Native arm64 Linux apps for the Frame (GitHub #31): an AppImage, a folder, or a .zip/.tar.* archive with an
aarch64 program. Finds the program to start, checks the CPU architecture (x86_64 builds can't run natively) and
"""Linux apps for the Frame (GitHub #31): an AppImage, a folder, or a .zip/.tar.* archive with an aarch64 program
(or an x86_64 one, which the Frame runs through FEX). Finds the program to start, checks the CPU architecture and
whether it's an OpenXR (VR) app. Archives are unpacked once into FramePort's data folder, so installs upload a
plain folder like PC VR games do."""
from __future__ import annotations
@@ -102,6 +102,60 @@ def _desktop_name(root: Path) -> str | None:
return None
def _png_width(path: Path) -> int | None:
try:
with open(path, "rb") as f:
head = f.read(24)
except OSError:
return None
if head[:8] != b"\x89PNG\r\n\x1a\n" or len(head) < 24:
return None
return int.from_bytes(head[16:20], "big")
def find_icon(root: Path) -> Path | None:
"""The app's own icon in a folder (GitHub #99): the Icon= of its bundled .desktop file, looked up next to the
file, in (usr/)share/icons/hicolor/<size>/apps and (usr/)share/pixmaps, or a top-level .DirIcon; the biggest PNG
(the PC can't draw SVG icons; the Frame's agent uses those for Desktop Mode). Nothing outside `root` (symlinks
are resolved and checked). AppImages are read on the Frame instead (their files are compressed)."""
root = Path(root)
try:
real_root = root.resolve()
except OSError:
return None
paths = [root / ".DirIcon"]
desktops = [p for p in sorted(root.rglob("*.desktop"))[:5] if len(p.relative_to(root).parts) <= 4]
for desktop in desktops:
m = re.search(r"^Icon=(.+)$", desktop.read_text(encoding="utf-8", errors="replace"), re.M)
name = m.group(1).strip() if m else ""
if not name or name.startswith("/") or ".." in name.split("/"):
continue
stem = re.sub(r"\.(png|svg|xpm)$", "", name, flags=re.I)
bases = [root] + [d for d in desktop.parents if d != root and real_root in d.resolve().parents]
for base in bases:
paths += [base / name, base / f"{stem}.png"]
for share in (base / "usr" / "share", base / "share"):
paths += sorted(share.glob(f"icons/hicolor/*/apps/{glob_escape(stem)}.png"))
paths.append(share / "pixmaps" / f"{stem}.png")
break
best: tuple[int, Path] | None = None
for p in paths:
try:
real = p.resolve()
if real_root not in real.parents or not real.is_file() or real.stat().st_size > 4 << 20:
continue
except OSError:
continue
width = _png_width(real)
if width and (best is None or width > best[0]):
best = (width, real)
return best[1] if best else None
def glob_escape(text: str) -> str:
return re.sub(r"([*?\[])", r"[\1]", text)
def rank_programs(root: Path) -> list[tuple[Path, int]]:
"""(ELF program, machine) candidates, best first: the .desktop Exec= name, then a name like the folder's, then
shallow and big ones. Libraries (*.so*) are never programs."""
@@ -147,8 +201,14 @@ def uses_openxr(paths: list[Path]) -> bool:
return False
def runs_on_frame(machine: int | None) -> bool:
"""aarch64 natively, x86_64 through FEX (x86 translation, slower)."""
return machine in (EM_AARCH64, EM_X86_64)
def inspect(path: Path) -> dict:
"""{root, exe (relative to root), appimage, machine, arch_ok, openxr, title, candidates} for an AppImage, a
"""{root, exe (relative to root), appimage, machine, arch_ok (aarch64: native), openxr, title, candidates} for an
AppImage, a
folder or an archive. Raises ValueError when there's no Linux program in it."""
path = Path(path)
if path.is_file() and is_archive(path):
@@ -174,6 +234,11 @@ def inspect(path: Path) -> dict:
programs = rank_programs(root)
if not programs:
raise ValueError(f"no Linux program found in {path.name}")
# an arm64 build wins; x86_64 programs only when there is nothing else (they run through FEX on the Frame)
for want in (EM_AARCH64, EM_X86_64):
if any(m == want for _p, m in programs):
programs = [(p, m) for p, m in programs if m == want]
break
appimages = [p for p, _m in programs if is_appimage(p)]
exe, machine = (appimages[0], elf_machine(appimages[0])) if appimages else programs[0]
libs = app_libraries(root, exe)
@@ -181,4 +246,4 @@ def inspect(path: Path) -> dict:
return {"root": str(root), "exe": exe.relative_to(root).as_posix(), "files": None,
"appimage": is_appimage(exe), "machine": machine, "arch_ok": machine == EM_AARCH64,
"openxr": uses_openxr([exe] + libs), "title": title,
"candidates": [p.relative_to(root).as_posix() for p, m in programs[:20] if m == EM_AARCH64]}
"candidates": [p.relative_to(root).as_posix() for p, m in programs[:20] if m == machine]}
+10 -1
View File
@@ -24,12 +24,21 @@ def _elf_hash(name: bytes) -> int:
return h
def build_stub_library(symbols: list[str], soname: str = "libovrstubs.so", abi: str = "arm64-v8a") -> bytes:
def build_stub_library(symbols: list[str], soname: str = "libovrstubs.so", abi: str = "arm64-v8a",
result: int = 0) -> bytes:
"""`result`: what every function returns (a 32-bit int; arm64 only for values other than 0), e.g. OVRPlugin's
ovrpFailure (-1000) for stand-ins whose callers must not trust untouched output arguments."""
is64 = abi == "arm64-v8a"
symbols = sorted(set(symbols))
if result and not (is64 and -0x10000 <= result <= 0xFFFF):
raise ValueError(f"stub result {result} not supported for {abi}")
if is64:
machine, ehsize, phentsize, shentsize, symsize, dynsize = 183, 64, 56, 64, 24, 16 # EM_AARCH64
body = struct.pack("<II", 0xD2800000, 0xD65F03C0) # mov x0, #0 ; ret
if result > 0: # movz w0, #result ; ret
body = struct.pack("<II", 0x52800000 | result << 5, 0xD65F03C0)
elif result < 0: # movn w0, #~result ; ret (w0 = result)
body = struct.pack("<II", 0x12800000 | (~result & 0xFFFF) << 5, 0xD65F03C0)
else:
machine, ehsize, phentsize, shentsize, symsize, dynsize = 40, 52, 32, 40, 16, 8 # EM_ARM
body = struct.pack("<II", 0xE3A00000, 0xE12FFF1E) # mov r0, #0 ; bx lr
+152
View File
@@ -0,0 +1,152 @@
"""Unity "split application binary" builds: the APK keeps the first scene, the rest of the game is a zip OBB
(main.<versionCode>.<package>.obb holding assets/bin/Data/...). Without it the game starts into nothing.
Two signs, either is enough (checked against 48 Unity APKs, 30 games: all 13 split builds flagged, none of the 17 full
builds, whose OBBs, where they have one, are asset bundles or sound banks):
A an XR-plugin build (Oculus XR Plugin / Unity OpenXR library) without assets/bin/Data/UnitySubsystems/ in the APK:
the split moves the UnitySubsystems manifests into the OBB; full XR-plugin builds always have them (zip names only;
the only sign for split builds with one scene, e.g. BONELAB)
B the build settings list more scenes than the APK has level files (a split keeps level0 only). The scene list
comes from globalgamemanagers (loose, or the node of data.unity3d: only the bundle's head and the blocks up to it
are read, a few hundred KB of a file that can be hundreds of MB)
"""
from __future__ import annotations
import lzma
import re
import struct
import zipfile
DATA = "assets/bin/Data/"
XR_PLUGIN_LIBS = ("libOculusXRPlugin.so", "libUnityOpenXR.so")
LEVEL = re.compile(re.escape(DATA) + r"level(\d+)(?:\.|$)")
MAX_NODE = 64 * 2**20 # globalgamemanagers is 0.1-3 MB; a larger node isn't read
def xr_plugin_without_subsystems(names: list[str]) -> bool:
"""Sign A (zip names only)."""
xr_plugin = any(n.startswith("lib/") and n.rsplit("/", 1)[-1] in XR_PLUGIN_LIBS for n in names)
return xr_plugin and not any(n.startswith(DATA + "UnitySubsystems/") for n in names)
def _cstr(f) -> bytes:
out = bytearray()
while (c := f.read(1)) not in (b"\0", b""):
out += c
return bytes(out)
def _decompress(data: bytes, kind: int, size: int) -> bytes:
if kind == 0:
return data
if kind in (2, 3): # LZ4 / LZ4HC
import lz4.block
return lz4.block.decompress(data, uncompressed_size=size)
if kind == 1: # LZMA: 5 bytes of properties, then raw LZMA1
props, dict_size = data[0], struct.unpack("<I", data[1:5])[0]
dec = lzma.LZMADecompressor(lzma.FORMAT_RAW, filters=[{
"id": lzma.FILTER_LZMA1, "dict_size": dict_size, "lc": props % 9, "lp": (props // 9) % 5,
"pb": props // 45}])
return dec.decompress(data[5:], size)
raise ValueError(f"unknown compression {kind}")
class _Counting:
"""A forward-only stream that knows its position (zip member streams have no reliable tell())."""
def __init__(self, f):
self.f, self.pos = f, 0
def read(self, n: int) -> bytes:
b = self.f.read(n)
self.pos += len(b)
return b
def align(self, n: int = 16) -> None:
if self.pos % n:
self.read(n - self.pos % n)
def bundle_node(stream, want: str = "globalgamemanagers") -> tuple[list[str], bytes | None]:
"""(node names, bytes of node `want`) of a UnityFS bundle, reading only up to the end of that node. ([], None)
for anything else (old formats, block info at the end of the file)."""
f = _Counting(stream)
if f.read(8) != b"UnityFS\0":
return [], None
version = struct.unpack(">I", f.read(4))[0]
_cstr(f), _cstr(f)
_size, csize, usize, flags = struct.unpack(">qIII", f.read(20))
if version >= 7:
f.align()
if flags & 0x80: # block info at the end of the file
return [], None
info = _decompress(f.read(csize), flags & 0x3F, usize)
off = 16 # data hash
(nblocks,) = struct.unpack(">i", info[off:off + 4])
off += 4
blocks = []
for _ in range(nblocks):
blocks.append(struct.unpack(">IIH", info[off:off + 10]))
off += 10
(nnodes,) = struct.unpack(">i", info[off:off + 4])
off += 4
nodes = []
for _ in range(nnodes):
node_off, node_size, _flags = struct.unpack(">qqI", info[off:off + 20])
off += 20
end = info.index(b"\0", off)
nodes.append((info[off:end].decode("utf-8", "replace"), node_off, node_size))
off = end + 1
if flags & 0x200: # padding before the first block
f.align()
names = [n[0] for n in nodes]
target = next((n for n in nodes if n[0] == want), None)
if target is None or target[2] > MAX_NODE:
return names, None
need = target[1] + target[2]
out = bytearray()
for u, c, bf in blocks:
if len(out) >= need:
break
out += _decompress(f.read(c), bf & 0x3F, u)
return names, bytes(out[target[1]:need])
def build_scene_count(ggm: bytes) -> int | None:
"""Number of scenes in the build settings (BuildSettings.scenes) of a globalgamemanagers file."""
try:
import UnityPy
for obj in UnityPy.load(ggm).objects:
if obj.type.name == "BuildSettings":
return len(obj.read_typetree().get("scenes") or [])
except Exception: # noqa: BLE001 - unreadable/unknown version: no answer
return None
return None
def more_scenes_than_levels(z: zipfile.ZipFile, names: list[str], ggm: bytes | None = None) -> bool:
"""Sign B. ggm: the loose globalgamemanagers when already read."""
nameset = set(names)
levels: set[int] = set()
if ggm is None and DATA + "globalgamemanagers" in nameset:
ggm = z.read(DATA + "globalgamemanagers")
if ggm is not None:
levels = {int(m.group(1)) for n in names if (m := LEVEL.match(n))}
elif DATA + "data.unity3d" in nameset:
try:
with z.open(DATA + "data.unity3d") as raw:
nodes, ggm = bundle_node(raw)
except Exception: # noqa: BLE001
return False
levels = {int(m.group(1)) for n in nodes if (m := re.fullmatch(r"level(\d+)", n))}
if ggm is None:
return False
scenes = build_scene_count(ggm)
return scenes is not None and scenes > len(levels)
def split_build(z: zipfile.ZipFile, names: list[str], ggm: bytes | None = None, deep: bool = True) -> bool:
"""The APK of a Unity split build (its OBB holds the rest of the game). Without `deep` only sign A."""
return xr_plugin_without_subsystems(names) or (deep and more_scenes_than_levels(z, names, ggm))
+45
View File
@@ -15,6 +15,9 @@ RES_XML_START_ELEMENT = 0x0102
RES_XML_END_ELEMENT = 0x0103
TYPE_STRING = 0x03
TYPE_INT_BOOLEAN = 0x12
TYPE_REFERENCE = 0x01
TYPE_INT_DEC = 0x10
TYPE_INT_HEX = 0x11
ANDROID_NS = "http://schemas.android.com/apk/res/android"
LAUNCHER = "android.intent.category.LAUNCHER"
INFO = "android.intent.category.INFO"
@@ -214,6 +217,48 @@ def undeclared_meta_permissions(manifest: bytes) -> list[str]:
return [p for p in used if p.startswith(("com.oculus.permission.", "horizonos.permission.")) and p not in declared]
def min_sdk(manifest: bytes) -> int | None:
"""<uses-sdk android:minSdkVersion> (None when absent or a preview codename)."""
x = Axml(manifest)
names = x.strings()
for el in x.elements():
if el.name != "uses-sdk":
continue
for a in el.attrs:
if a.name < len(names) and names[a.name] == "minSdkVersion":
if a.dtype in (TYPE_INT_DEC, TYPE_INT_HEX):
return a.value
s = x.attr_str(el, "minSdkVersion")
return int(s) if s and s.isdigit() else None
return None
def meta_data(manifest: bytes) -> dict[str, str | int | bool | None]:
"""<meta-data android:name android:value|resource> entries: a string, a bool, an int, or a resource id (int)
for references (@string/…), None when the value isn't one of those."""
x = Axml(manifest)
names = x.strings()
out: dict = {}
for el in x.elements():
if el.name != "meta-data":
continue
key = x.attr_str(el, "name")
if not key:
continue
value = None
for a in el.attrs:
if a.name >= len(names) or names[a.name] not in ("value", "resource"):
continue
if a.raw < len(names) or a.dtype == TYPE_STRING:
value = x.attr_str(el, names[a.name])
elif a.dtype == TYPE_INT_BOOLEAN:
value = a.value != 0
elif a.dtype in (TYPE_INT_DEC, TYPE_INT_HEX, TYPE_REFERENCE):
value = a.value
out[key] = value
return out
def categories(manifest: bytes) -> set[str]:
x = Axml(manifest)
return {v for el in x.elements() if el.name == "category" for v in [x.attr_str(el, "name")] if v}
+62
View File
@@ -304,6 +304,68 @@ def apply_custom(package: str, kind: str, path: str | Path) -> Path:
return out
# A Linux app's own icon (GitHub #99: from its .desktop file / AppImage), applied automatically: no PICKED marker, and
# APP_ICON records which icon.* it is, so a later pick (store art, the user's own) is told apart from it.
APP_ICON = ".app-icon"
APP_ICON_MIN_PX = 16
def _sha256(path: Path) -> str:
import hashlib
return hashlib.sha256(path.read_bytes()).hexdigest()
def icon_source(package: str) -> str:
"""What the game's icon artwork is: "custom" (the user's pick, store art or an install link's icon), "app" (the
Linux app's own icon, applied automatically) or "generated" (no icon: Steam's is composed or a placeholder). The
Frame's agent puts the app's own icon first unless this says "custom"."""
d = fetch.artwork_dir(package)
icon = next(iter(sorted(d.glob("icon.*"))), None)
if icon is None:
return "generated"
marker = d / APP_ICON
try:
if marker.read_text(encoding="utf-8").strip() == _sha256(icon):
return "app"
except OSError:
pass
return "custom"
def apply_app_icon(package: str, data: bytes) -> Path | None:
"""Store a Linux app's own icon (PNG/JPEG bytes) as the game's icon when it has none and nothing was picked (the
user's choice and store art always stay). Not marked as the user's pick. Returns the stored file, or None when
nothing changed."""
import io
from PIL import Image, UnidentifiedImageError
d = fetch.artwork_dir(package)
if (d / fetch.PICKED).exists() or icon_source(package) == "custom":
return None
try:
with Image.open(io.BytesIO(data)) as im:
im.load()
im = im.copy()
except (OSError, UnidentifiedImageError, Image.DecompressionBombError):
return None
if min(im.size) < APP_ICON_MIN_PX:
return None
if max(im.size) > 1024:
im.thumbnail((1024, 1024), Image.LANCZOS)
tmp = d / ".app-icon.tmp"
im.convert("RGBA").save(tmp, "PNG", optimize=True)
out = d / "icon.png"
if out.exists() and out.read_bytes() == tmp.read_bytes():
tmp.unlink()
return None
_drop_kind(d, "icon")
tmp.replace(out)
(d / APP_ICON).write_text(_sha256(out), encoding="utf-8")
return out
def remove_custom(package: str, kind: str) -> None:
"""Remove one kind of artwork (the Steam set then composes it from the other kinds, or uses a placeholder)."""
if kind not in CUSTOM_KINDS:
+15 -10
View File
@@ -10,7 +10,7 @@ from .apk.workspace import ApkWorkspace
from .core.events import Reporter
from .core.models import Analysis, BuildResult, Recipe, SourceGame
from .core.paths import work_dir
from .patches import base
from .patches import base, upstream
from .patches.overport import OVERPORT_PATCHES
from .tools import overport as overport_tool
from .validate.static import check_apk
@@ -36,25 +36,28 @@ def overport_ids(recipe: Recipe, alt: bool = False) -> list[str]:
return ids
def apk_patches(recipe: Recipe) -> list[base.Patch]:
patches = [base.get(pid) for pid in recipe.patches if base.get(pid).stage == "apk"]
def apk_patches(selection: dict) -> list[base.Patch]:
patches = [base.get(pid) for pid in selection if base.get(pid).stage == "apk"]
return sorted(patches, key=lambda p: p.order)
def apply_frame_fixes(apk_in: Path, apk_out_unsigned: Path, analysis: Analysis, recipe: Recipe,
reporter: Reporter) -> tuple[list[str], list[dict]]:
reporter: Reporter) -> tuple[list[str], list[dict], dict[str, str]]:
"""Apply the recipe's apk-stage patches; returns (applied ids, checks, workarounds left out because OVRPort's
output already has the upstream fix (patches/upstream.py))."""
applied, checks = [], []
with ApkWorkspace(apk_in) as ws:
for patch in apk_patches(recipe):
selection = upstream.resolve(ws, recipe.patches, reporter)
for patch in apk_patches(selection.patches):
reporter.check_cancel()
ctx = base.ApkContext(ws, analysis, recipe.params(patch.id), reporter, recipe.patches)
ctx = base.ApkContext(ws, analysis, selection.patches.get(patch.id) or {}, reporter, selection.patches)
if patch.apply(ctx):
applied.append(patch.id)
reporter.log(f"applied {patch.id}" + (f" ({'; '.join(ctx.notes)})" if ctx.notes else ""))
for name, ok, detail in patch.validate(ctx):
checks.append({"name": name, "ok": ok, "detail": detail})
ws.write(apk_out_unsigned)
return applied, checks
return applied, checks, selection.superseded
def build(source: SourceGame, analysis: Analysis, recipe: Recipe, outdir: Path, reporter: Reporter,
@@ -73,7 +76,7 @@ def build(source: SourceGame, analysis: Analysis, recipe: Recipe, outdir: Path,
variants = [("primary", False)] + ([("alt", True)] if recipe.alt_patches and recipe.overport else [])
alt_copy = Path(source.apk).with_name(f"{pkg}.alt-noforcequit.apk")
results = {}
all_checks, applied = [], []
all_checks, applied, superseded = [], [], {}
try:
for variant, alt in variants:
input_apk = alt_copy if converted and alt and alt_copy.exists() else Path(source.apk)
@@ -88,7 +91,9 @@ def build(source: SourceGame, analysis: Analysis, recipe: Recipe, outdir: Path,
shutil.copyfile(input_apk, patched)
reporter.stage(f"Frame fixes ({variant})")
unsigned = work / f"{pkg}.{variant}.unsigned.apk"
applied, checks = apply_frame_fixes(patched, unsigned, analysis, recipe, reporter)
applied, checks, left_out = apply_frame_fixes(patched, unsigned, analysis, recipe, reporter)
if variant == "primary":
superseded = left_out
patched.unlink(missing_ok=True)
reporter.stage(f"sign ({variant})")
final = outdir / (f"{pkg}.apk" if not alt else f"{pkg}.alt-noforcequit.apk")
@@ -106,4 +111,4 @@ def build(source: SourceGame, analysis: Analysis, recipe: Recipe, outdir: Path,
primary, alt_apk = results["primary"], results.get("alt")
return BuildResult(pkg, primary, alt_apk, sha256(primary), sha256(alt_apk) if alt_apk else None, applied,
all_checks, {"overport": overport_ids(recipe), "alt_overport": overport_ids(recipe, True)
if alt_apk else None})
if alt_apk else None, "superseded": superseded})
+98 -1
View File
@@ -19,6 +19,7 @@ Errors are one line on stderr; FRAMEPORT_DEBUG=1 shows the traceback.
frameport diag inspect <zip> # re-triage a diagnostics zip (no game files or Frame needed)
frameport diag report <pkg> # zip + prefilled GitHub problem report
frameport share-recipe <pkg> --status works # prefilled GitHub issue submitting a working recipe
frameport open-link "<install link>" # FrameDrop button / frameport:// link: download, add, install
"""
from __future__ import annotations
@@ -228,6 +229,8 @@ def scan(path: Path = typer.Argument(..., help="a folder with game backups (APKs
for g in pipeline.add_path(path, rep):
r = g["recipe"]
typer.echo(f"{g['package']:40} {g.get('title', '')[:34]:34} {r['status']:11} {r['source']}")
for warning in pipeline.analysis_warnings(g):
typer.echo(f" ! {warning}")
@app.command("catalog-update")
@@ -255,6 +258,56 @@ def add_linux(path: Path = typer.Argument(..., help="an arm64 AppImage, a folder
f"{' (AppImage)' if extra['appimage'] else ''}{' VR' if extra['openxr'] else ''}")
@app.command("open-link")
def open_link(link: str = typer.Argument(..., help="an \"Install with FrameDrop\" button's address, a framedrop:// "
"or frameport:// link, a manifest (.json) or an APK/zip/exe URL"),
yes: bool = typer.Option(False, "--yes", "-y", help="don't ask before downloading"),
no_install: bool = typer.Option(False, help="only download and add to the library"),
frame: Optional[str] = typer.Option(None, help=FRAME_HELP),
gui: bool = typer.Option(False, help="hand the link to the GUI (started if it isn't running)")):
"""Install from a link (FrameDrop's button protocol): download, add to the library, install on the Frame."""
from . import deeplink
if gui:
from . import urlhandler
urlhandler.drop_link(link)
if not urlhandler.app_running():
import subprocess
subprocess.Popen(urlhandler.start_command(), start_new_session=True, stdin=subprocess.DEVNULL,
stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
typer.echo("handed to the FramePort window")
return
try:
m = deeplink.fetch_manifest(deeplink.parse(link))
except deeplink.LinkError as exc:
raise typer.BadParameter(str(exc)) from None
typer.echo(f"{m.name} (from {m.host or m.source})")
if m.description:
typer.echo(f" {m.description[:400]}")
for f in m.files:
size = deeplink.head_size(f.url)
typer.echo(f" {f.filename} {f.kind or 'other'}"
f"{f' {size / 2**20:.0f} MiB' if size else ''} {'sha256 checked' if f.sha256 else 'no checksum'}")
if not yes and not typer.confirm("Only install software from sites you trust. Download and install it?"):
raise typer.Exit(1)
rep = printing_reporter(verbose=False)
path = deeplink.download(m, rep)
g = pipeline.add_from_link(m, path, rep, icon=deeplink.fetch_icon(m))
pkg = g["package"]
typer.echo(f"added {pkg} ({g.get('title')})")
if no_install:
return
target = _target(frame)
info = pipeline.build_game(pkg, rep)
if not info["ok"]:
typer.echo(f"{pkg}: the game didn't pass its checks", err=True)
raise typer.Exit(1)
pipeline.install_game(pkg, target, rep)
typer.echo(f"installed {pkg} on {target.label}")
@app.command("list")
def list_games():
"""The games in the library."""
@@ -278,6 +331,9 @@ def show(package: str, as_json: bool = typer.Option(False, "--json", help=JSON_H
typer.echo(f"{g.get('title')} ({pkg} {a['version']})\n engine {a['engine']}, XR {a['xr']}, {a['graphics']}, "
f"ABIs {', '.join(a['abis'])}, direct VrApi: {a['direct_vrapi']}")
typer.echo(f" status: {r['status']} recipe source: {r['source']} {r['notes']}")
for warning in pipeline.analysis_warnings(g):
if warning not in r["notes"]:
typer.echo(f" ! {warning}")
from .recommend.engine import visible_patches
shown, hidden = visible_patches(library.analysis_from_dict(a), library.recipe_from_dict(r))
@@ -286,6 +342,8 @@ def show(package: str, as_json: bool = typer.Option(False, "--json", help=JSON_H
params = r["patches"].get(p.id) or {}
typer.echo(f" [{'x' if on else ' '}] {p.id:36} {p.title}{' ' + json.dumps(params) if params else ''}"
f"{' — ' + r['reasons'][p.id] if on and p.id in r.get('reasons', {}) else ''}")
for pid, fix in ((g.get("build") or {}).get("superseded") or {}).items():
typer.echo(f" last build left out {pid}: fixed upstream ({fix})")
if hidden and not all_:
typer.echo(f" ({len(hidden)} patches hidden as not relevant for this game; --all to list them)")
if r.get("alt_patches"):
@@ -363,13 +421,20 @@ def install(package: Optional[str] = typer.Argument(None), all_: bool = typer.Op
no_library: bool = typer.Option(False, help="don't add to the Steam library now"),
to: str = typer.Option("frame", help="frame, or pc (PC VR games only: install on this PC)"),
apk: Optional[Path] = typer.Option(None, help="install this APK instead of the last build (one game; e.g. "
"a test build signed with the game's key)")):
"a test build signed with the game's key)"),
dest: Optional[str] = typer.Option(None, help="drive for new installs: 'internal' or a drive's path from "
"'frameport frame drives' (default: the app's setting); "
"installed games stay where they are")):
"""Install games on the Frame (or PC VR games on this PC) and add them to the Steam library."""
target = _target(frame, password, to)
if dest is not None and hasattr(target, "dest"):
target.dest = "" if dest == "internal" else dest
pkgs = _pkgs(package, all_)
if apk and len(pkgs) != 1:
raise typer.BadParameter("--apk needs exactly one game")
for pkg in pkgs:
if not apk_only and pipeline.missing_obb(library.game(pkg) or {}):
typer.echo(f"{pkg}: warning: " + pipeline.MISSING_OBB_NOTE.format(package=pkg), err=True)
pipeline.install_game(pkg, target, printing_reporter(False), apk_only, add_to_library=False, apk=apk)
if not no_library:
target.add_to_library(pkgs, printing_reporter(False))
@@ -502,6 +567,38 @@ def frame_storage(game: Optional[str] = typer.Option(None, help="also show this
typer.echo(f"{t['id']:10} {t['android']:45} {t['path']}" + (" (every app)" if t["shared"] else ""))
@frame_app.command("drives")
def frame_drives(frame: Optional[str] = typer.Option(None, help=FRAME_HELP),
as_json: bool = typer.Option(False, "--json", help=JSON_HELP)):
"""The Frame's drives (internal storage, a microSD card) games can be installed on or moved to."""
from .install import drives
found = _target(frame).drives()
if as_json:
typer.echo(json.dumps(found, indent=1))
return
current = drives.install_dest()
for d in found:
free = drives.free_text(d) or "?"
mark = "*" if (d["internal"] and not current) or current in (d["install_dir"], d["path"]) else " "
state = f"{d.get('games', 0)} game(s)" if d.get("usable") else f"can't be used: {d.get('reason')}"
typer.echo(f"{mark} {d['label']:20} {d.get('fstype') or '':6} {free:>16} {state}")
if not d["internal"]:
typer.echo(f" {'':20} {d['path']}")
typer.echo("* = where new games go (frameport install --dest, or the app's Settings: Frame)")
@frame_app.command("move")
def frame_move(package: str = typer.Argument(..., help="an installed game"),
to_: str = typer.Option(..., "--to", help="'internal' or a drive's path from 'frameport frame drives'"),
frame: Optional[str] = typer.Option(None, help=FRAME_HELP)):
"""Move an installed game's files to another drive of the Frame (e.g. the microSD card) or back. Saves, the
Steam library entry and settings stay as they are."""
pkg = _pkgs(package, False)[0]
st = _target(frame).move(pkg, to_, printing_reporter())
typer.echo(f"moved to {st.get('base') or st.get('to')}")
@frame_app.command("info")
def frame_info(frame: Optional[str] = typer.Option(None, help=FRAME_HELP)):
"""The Frame's SteamOS build, runtimes, storage and installed games (JSON)."""
+3 -2
View File
@@ -120,9 +120,10 @@ def _refresh_data_fields(g: dict, a: dict) -> bool:
return False
from ..analysis import langpacks
data = g.get("data_dir") if g.get("data_files") is None else None # expansion files only: no packs
try:
extra.setdefault("lang_packs", langpacks.find_tags(g.get("data_dir")))
extra.setdefault("asset_files", langpacks.find_content_files(g.get("data_dir")))
extra.setdefault("lang_packs", langpacks.find_tags(data))
extra.setdefault("asset_files", langpacks.find_content_files(data))
except OSError:
return False
return True
+13 -3
View File
@@ -15,11 +15,21 @@ class SourceGame:
data_dir: Path | None = None # folder whose contents go to Android/obb/<package>/
origin: Path | None = None # the folder the game was found in
alt_apks: list[Path] = field(default_factory=list)
# only these files of data_dir are the game's data (expansion files found by name, e.g. next to the APK); None =
# everything below data_dir
data_files: list[str] | None = None
def data_bytes(self) -> int:
if not self.data_dir or not self.data_dir.is_dir():
return 0
return sum(p.stat().st_size for p in self.data_dir.rglob("*") if p.is_file())
return sum(data_manifest(self.data_dir, self.data_files).values())
def data_manifest(data_dir: Path | None, files: list[str] | None = None) -> dict[str, int]:
"""{path relative to data_dir: size} of a game's data: every file below data_dir, or only `files` (names in it)."""
if not data_dir or not data_dir.is_dir():
return {}
if files is not None:
return {name: (data_dir / name).stat().st_size for name in sorted(files) if (data_dir / name).is_file()}
return {p.relative_to(data_dir).as_posix(): p.stat().st_size for p in sorted(data_dir.rglob("*")) if p.is_file()}
@dataclass
+380
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@@ -0,0 +1,380 @@
"""One-click installs from web pages: the "Install with FrameDrop" button protocol (no Flet).
FrameDrop (framedropvr.com) defined it: a page links to `https://framedropvr.com/install?manifest=<URL>` (or
`?url=<direct file URL>`), which opens `framedrop://install?manifest=…|url=…`. The manifest is JSON:
`{"schema": "framedrop.install/v1", "name": "<Steam title>", "files": [{"url": "https://…/x.apk", "sha256": "…"}]}`
with an arm64 APK or a zipped Linux ARM64 build. FramePort accepts the same links (`framedrop://` when it is the
system's handler, its own `frameport://`, or the https link pasted into "Install from link…"), follows the same
rules (https only, http only on this PC, no credentials, no LAN addresses, a URL that ends in a file name) and
always asks before it downloads anything a web page sent. `urlhandler.py` registers the schemes.
"""
from __future__ import annotations
import hashlib
import ipaddress
import json
import re
import socket
from dataclasses import dataclass, field
from pathlib import Path
from urllib.parse import parse_qs, unquote, urlsplit
from .core.events import Reporter
SCHEMES = ("framedrop", "frameport")
WEB_HOSTS = ("framedropvr.com", "www.framedropvr.com")
SCHEMA = "framedrop.install/v1"
MAX_MANIFEST = 256 << 10
MAX_FILES = 16
MAX_DESCRIPTION = 2000
MAX_ICON = 2 << 20
LOOPBACK = ("localhost", "127.0.0.1", "[::1]", "::1")
APK, LINUX, EXE, OBB = "apk", "linux", "exe", "obb"
LINUX_EXTS = (".zip", ".tar.gz", ".tgz", ".tar.xz", ".txz", ".tar.bz2", ".tar", ".appimage")
class LinkError(ValueError):
"""A link or manifest FramePort won't use (the message says why, in plain words)."""
@dataclass
class InstallRequest:
manifest_url: str | None = None
file_url: str | None = None
local_manifest: str | None = None # a .framedrop.json dropped on the window
@property
def source(self) -> str:
return self.manifest_url or self.file_url or self.local_manifest or ""
@dataclass
class ManifestFile:
url: str
sha256: str | None = None
@property
def filename(self) -> str:
return filename_of(self.url)
@property
def kind(self) -> str | None:
return classify(self.filename)
@dataclass
class Manifest:
name: str
files: list[ManifestFile] = field(default_factory=list)
source: str = "" # the manifest's (or the file's) URL
direct: bool = False # made from a bare file link (the name is only a guess from the file name)
# FramePort-only extension (FrameDrop ignores it): "frameport": {"description": "…", "icon": "https://….png"}
description: str = ""
icon: str | None = None
@property
def host(self) -> str:
return (urlsplit(self.source).hostname or "") if "://" in self.source else ""
@property
def main(self) -> ManifestFile:
"""The file that is installed (an APK first, then a Linux build, then a Windows program)."""
for kind in (APK, LINUX, EXE):
for f in self.files:
if f.kind == kind:
return f
raise LinkError("The link has no APK, Linux build (.zip/.tar/AppImage) or Windows program (.exe) to install.")
# ------------------------------------------------------------------------------------------------- links
def filename_of(url: str) -> str:
return unquote(urlsplit(url).path.rsplit("/", 1)[-1])
def classify(filename: str) -> str | None:
name = filename.lower()
if name.endswith(".apk"):
return APK
if name.endswith(".obb"):
return OBB
if name.endswith(".exe"):
return EXE
if name.endswith(LINUX_EXTS):
return LINUX
return None
def _private(host: str) -> bool:
try:
ip = ipaddress.ip_address(host.strip("[]"))
except ValueError:
return False
return ip.is_private or ip.is_loopback or ip.is_link_local or ip.is_reserved or ip.is_multicast or \
ip.is_unspecified
def check_url(url: str, what: str = "link", resolve: bool = False) -> str:
"""The URL if FramePort may fetch it, else LinkError. FrameDrop's rules: https (http only on this PC), no
user:password, no LAN address, a path that ends in a file name. `resolve` also refuses names that resolve to a LAN
address (checked right before a download)."""
try:
parts = urlsplit(url.strip())
except ValueError:
raise LinkError(f"The {what} isn't a valid web address.") from None
host = (parts.hostname or "").lower()
if parts.scheme not in ("https", "http") or not host:
raise LinkError(f"The {what} must be an https:// address (got {parts.scheme or 'none'}).")
if parts.username or parts.password:
raise LinkError(f"The {what} contains a user name or password: FramePort doesn't use those.")
loopback = host in LOOPBACK or host == "::1"
if parts.scheme == "http" and not loopback:
raise LinkError(f"The {what} must use https:// (http:// is only allowed on this PC, for testing).")
if parts.scheme == "https" and not loopback and _private(host):
raise LinkError(f"The {what} points into a local network ({host}): FramePort only fetches public addresses.")
if not parts.path or parts.path.endswith("/") or not filename_of(url):
raise LinkError(f"The {what} must end in a file name, not a folder.")
if resolve and not loopback and not _private(host):
try:
addrs = {a[4][0] for a in socket.getaddrinfo(host, parts.port or 443, proto=socket.IPPROTO_TCP)}
except OSError:
addrs = set() # the download itself reports the lookup failure
if any(_private(a) for a in addrs):
raise LinkError(f"{host} resolves to a local network address: FramePort only fetches public addresses.")
return url.strip()
def parse(text: str) -> InstallRequest:
"""framedrop://install?…, frameport://install?…, the https://framedropvr.com/install?… button link, a manifest
URL (…json) or a direct file URL."""
text = (text or "").strip().strip('"').strip("'")
if not text:
raise LinkError("Paste a link first.")
try:
parts = urlsplit(text)
except ValueError:
raise LinkError("That isn't a link FramePort understands.") from None
scheme = parts.scheme.lower()
if scheme in SCHEMES or (scheme == "https" and (parts.hostname or "").lower() in WEB_HOSTS):
action = (parts.netloc or parts.path.strip("/")) if scheme in SCHEMES else parts.path.strip("/")
if action.lower().split("/")[0] != "install":
raise LinkError("FramePort only understands install links (…/install?manifest=… or ?url=…).")
query = parse_qs(parts.query)
manifest, file = (query.get("manifest") or [None])[0], (query.get("url") or [None])[0]
if manifest:
return InstallRequest(manifest_url=check_url(manifest, "manifest address"))
if file:
return InstallRequest(file_url=check_url(file, "file address"))
raise LinkError("The link doesn't say what to install (no manifest= or url=).")
if scheme in ("https", "http"):
url = check_url(text)
name = filename_of(url).lower()
if name.endswith(".json"):
return InstallRequest(manifest_url=url)
if classify(name) in (APK, LINUX, EXE):
return InstallRequest(file_url=url)
raise LinkError("The link isn't a FramePort/FrameDrop install link, a manifest (.json) or an APK/zip/exe.")
if text.lower().endswith(".json") and Path(text).is_file():
return InstallRequest(local_manifest=text)
raise LinkError("That isn't a link FramePort understands.")
def make_link(manifest_url: str | None = None, file_url: str | None = None, scheme: str = "frameport") -> str:
from urllib.parse import quote
key, value = ("manifest", manifest_url) if manifest_url else ("url", file_url)
return f"{scheme}://install?{key}={quote(value or '', safe='')}"
# ------------------------------------------------------------------------------------------------- manifest
def title_from_filename(filename: str) -> str:
"""A readable guess from a file name: "net.sourceforge.opencamera_96.apk" → "Opencamera",
"Cool_Game-v1.2.3-arm64-v8a.apk" → "Cool Game" (the real title comes from the build once it's downloaded)."""
stem = re.sub(r"(?i)(\.tar)?\.[a-z0-9]{2,8}$", "", filename)
stem = re.sub(r"(?i)[-_.](arm64(-v8a)?|aarch64|x86_64|amd64|universal|release|signed|linux|android)\b", "", stem)
stem = re.sub(r"(?i)[-_ ]v?\d+(\.\d+)*([-_.]?(beta|alpha|rc)\d*)?$", "", stem) # a version number at the end
if re.fullmatch(r"[a-z][a-z0-9_]*(\.[A-Za-z0-9_]+){2,}", stem): # an Android package name: its last part
stem = stem.rsplit(".", 1)[-1]
words = re.sub(r"[-_.]+", " ", stem).strip()
if words and words == words.lower():
words = " ".join(w[:1].upper() + w[1:] for w in words.split())
return words or filename
def manifest_from_data(data, source: str = "") -> Manifest:
if not isinstance(data, dict):
raise LinkError("The manifest isn't a JSON object.")
if data.get("schema") != SCHEMA:
raise LinkError(f"The manifest's schema is {data.get('schema')!r}; FramePort reads {SCHEMA!r}.")
name = data.get("name")
if not isinstance(name, str) or not name.strip():
raise LinkError("The manifest has no name.")
files = data.get("files")
if not isinstance(files, list) or not files:
raise LinkError("The manifest lists no files.")
if len(files) > MAX_FILES:
raise LinkError(f"The manifest lists {len(files)} files; FramePort takes at most {MAX_FILES}.")
out = []
for f in files:
if not isinstance(f, dict) or not isinstance(f.get("url"), str):
raise LinkError("A file in the manifest has no url.")
sha = f.get("sha256")
if sha is not None and (not isinstance(sha, str) or not re.fullmatch(r"[0-9a-fA-F]{64}", sha)):
sha = None # FrameDrop's example has a placeholder here; a wrong checksum is ignored like a missing one
out.append(ManifestFile(check_url(f["url"], "file address"), sha.lower() if sha else None))
m = Manifest(" ".join(name.split())[:120], out, source)
m.main # noqa: B018 - raises when nothing installable is listed
extra = data.get("frameport") # FramePort-only fields; anything wrong in them is ignored (they're optional)
if isinstance(extra, dict):
desc = extra.get("description")
if isinstance(desc, str):
m.description = desc.strip()[:MAX_DESCRIPTION]
icon = extra.get("icon")
if isinstance(icon, str):
try:
m.icon = check_url(icon, "icon address")
except LinkError:
pass
return m
def fetch_manifest(req: InstallRequest) -> Manifest:
"""The manifest a request names (a direct file link becomes a one-file manifest titled after the file)."""
if req.file_url:
name = filename_of(req.file_url)
m = Manifest(title_from_filename(name), [ManifestFile(req.file_url)], req.file_url, direct=True)
m.main # noqa: B018
return m
if req.local_manifest:
try:
raw = Path(req.local_manifest).read_bytes()[:MAX_MANIFEST + 1]
except OSError as exc:
raise LinkError(f"Can't read {req.local_manifest}: {exc}") from None
source = req.local_manifest
else:
from .core.cache import _session
url = check_url(req.manifest_url or "", "manifest address", resolve=True)
with _session.get(url, stream=True, timeout=20) as resp:
resp.raise_for_status()
check_url(resp.url, "manifest address") # after redirects
raw = b""
for chunk in resp.iter_content(64 << 10):
raw += chunk
if len(raw) > MAX_MANIFEST:
break
source = url
if len(raw) > MAX_MANIFEST:
raise LinkError("The manifest is too large to be a FrameDrop manifest.")
try:
data = json.loads(raw.decode("utf-8-sig"))
except (UnicodeDecodeError, ValueError):
raise LinkError("The manifest isn't valid JSON.") from None
return manifest_from_data(data, source)
def head_size(url: str) -> int | None:
"""Content-Length from a HEAD request (None when the server doesn't say)."""
from .core.cache import _session
try:
resp = _session.head(url, allow_redirects=True, timeout=10)
return int(resp.headers["content-length"]) if resp.ok and "content-length" in resp.headers else None
except Exception: # noqa: BLE001 - only for the confirmation's size column
return None
def fetch_icon(m: Manifest) -> Path | None:
"""The manifest's icon (FramePort extension) as a checked PNG in the data folder, or None. Same URL rules as
the files; at most 2 MiB; must be an image of at least 32 px."""
if not m.icon:
return None
from io import BytesIO
from PIL import Image
from .core.cache import _session
from .core.paths import user_data_dir
try:
check_url(m.icon, "icon address", resolve=True)
raw = b""
with _session.get(m.icon, stream=True, timeout=20) as resp:
resp.raise_for_status()
check_url(resp.url, "icon address")
for chunk in resp.iter_content(64 << 10):
raw += chunk
if len(raw) > MAX_ICON:
return None
with Image.open(BytesIO(raw)) as im:
if min(im.size) < 32:
return None
im = im.convert("RGBA")
im.thumbnail((512, 512))
out = user_data_dir() / "downloads" / "icons" / (hashlib.sha256(m.icon.encode()).hexdigest()[:16] + ".png")
out.parent.mkdir(parents=True, exist_ok=True)
im.save(out, "PNG")
return out
except Exception: # noqa: BLE001 - the icon is decoration: no icon rather than no install
return None
# ------------------------------------------------------------------------------------------------- download
def staging_dir(m: Manifest) -> Path:
from .core.paths import user_data_dir
key = hashlib.sha256(m.source.encode()).hexdigest()[:10]
slug = re.sub(r"[^a-z0-9]+", "-", m.name.lower()).strip("-")[:40] or "download"
return user_data_dir() / "downloads" / f"{slug}-{key}"
def download_file(url: str, dest: Path, reporter: Reporter | None = None, sha256: str | None = None,
label: str = "") -> Path:
"""Stream one file to dest (via dest.part, removed on failure or cancel), checking its SHA-256 when given."""
from .core.cache import _session
check_url(url, "file address", resolve=True)
dest.parent.mkdir(parents=True, exist_ok=True)
tmp = dest.with_name(dest.name + ".part")
h = hashlib.sha256()
try:
with _session.get(url, stream=True, timeout=60) as resp:
resp.raise_for_status()
check_url(resp.url, "file address") # a redirect must follow the same rules
total, done = int(resp.headers.get("content-length") or 0), 0
with open(tmp, "wb") as f:
for chunk in resp.iter_content(1 << 20):
if reporter:
reporter.check_cancel()
f.write(chunk)
h.update(chunk)
done += len(chunk)
if reporter and total:
reporter.progress(done / total, f"{label or dest.name}: {done >> 20} of {total >> 20} MiB")
if sha256 and h.hexdigest() != sha256.lower():
raise LinkError(f"{dest.name} doesn't match the manifest's checksum (download damaged or file changed).")
tmp.replace(dest)
return dest
except BaseException:
tmp.unlink(missing_ok=True)
raise
def download(m: Manifest, reporter: Reporter | None = None) -> Path:
"""Download every file into a fresh staging folder and return the path to add: the APK (OBB files go into the
`obb/` folder next to it, where the APK scan finds them), the Linux build or the Windows program."""
import shutil
folder = staging_dir(m)
shutil.rmtree(folder, ignore_errors=True)
folder.mkdir(parents=True)
main, out = m.main, None
for i, f in enumerate(m.files, 1):
name = re.sub(r'[\\/:*?"<>|\x00-\x1f]', "_", f.filename) or f"file{i}"
sub = "obb" if f.kind == OBB else ("program" if f.kind == EXE and f is main else "")
dest = folder / sub / name if sub else folder / name
if reporter:
reporter.stage("Downloading", f"Downloading {name} ({i} of {len(m.files)})")
download_file(f.url, dest, reporter, f.sha256, f"{name} ({i}/{len(m.files)})")
if f is main:
out = dest
return out
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"""Monitor: a live view of the Frame (CPU/GPU/memory/temperatures/power/battery, the running game, processes) streamed
by the agent's `_monitor` session as one JSON line per tick over one SSH channel, plus actions on processes and games
(answered on the same channel). The session runs only while the GUI's Monitor tab is open; the agent ends it at EOF.
The helpers below (History, formatting, levels, sort_filter) are pure so the view stays thin and they are testable."""
from __future__ import annotations
import itertools
import json
import posixpath
import threading
from collections import deque
from collections.abc import Callable
from ..core import applog
MIN_AGENT = 62 # first agent with `_monitor`
HISTORY = 120 # points per sparkline (2 min at 1 s)
REPLY_TIMEOUT = 15.0
class MonitorUnavailable(RuntimeError):
pass
class ProcessCritical(RuntimeError):
"""Ending the process would stop Steam, SteamVR or the desktop: ask the user, then retry with force=True."""
class MonitorSession:
"""One `_monitor` stream. `on_sample(dict)` is called from the reader thread for every sample; `on_end(reason)`
once when the stream stops by itself (connection lost, agent ended)."""
def __init__(self, frame, on_sample: Callable[[dict], None], on_end: Callable[[str], None] | None = None,
timeout: float = 20):
self.frame = frame
self.on_sample = on_sample
self.on_end = on_end
self.closed = False
self._lock = threading.Lock()
self._ids = itertools.count(1)
self._waiting: dict[int, list] = {} # id -> [Event, reply]
frame.ensure_agent()
remote = posixpath.join(frame.home, ".local/share/frameport/agent/frameport_agent.py")
self._stdin, self._stdout, _err = frame.client.exec_command(f"python3 {remote} _monitor", timeout=timeout)
first = json.loads(self._stdout.readline() or "{}")
if not first.get("ready"):
self.close()
raise MonitorUnavailable(first.get("error") or "the Frame didn't start the monitor")
self.static: dict = first.get("static") or {}
self._stdout.channel.settimeout(None)
self._thread = threading.Thread(target=self._read, name="frame-monitor", daemon=True)
self._thread.start()
# ----------------------------------------------------------------- stream
def _read(self) -> None:
reason = "ended"
try:
for line in self._stdout:
if self.closed:
return
try:
msg = json.loads(line)
except ValueError:
continue
if not isinstance(msg, dict):
continue
if "reply" in msg:
slot = self._waiting.get(msg.get("reply"))
if slot:
slot[1] = msg
slot[0].set()
continue
try:
self.on_sample(msg)
except Exception: # noqa: BLE001 - a view bug must not end the stream
applog.log.exception("monitor: sample handler failed")
except Exception as exc: # noqa: BLE001 - connection lost
reason = str(exc) or type(exc).__name__
finally:
for slot in list(self._waiting.values()):
slot[0].set()
if not self.closed:
self.closed = True
if self.on_end:
self.on_end(reason)
def send(self, msg: dict) -> None:
with self._lock:
if self.closed:
return
self._stdin.write(json.dumps(msg) + "\n")
self._stdin.flush()
def set_interval(self, seconds: float) -> None:
self.send({"interval": seconds})
def set_filter(self, which: str) -> None:
self.send({"procs": which})
def pause(self, paused: bool) -> None:
self.send({"pause": bool(paused)})
def _request(self, msg: dict, timeout: float = REPLY_TIMEOUT) -> dict:
rid = next(self._ids)
slot = [threading.Event(), None]
self._waiting[rid] = slot
try:
self.send({**msg, "id": rid})
if not slot[0].wait(timeout) or slot[1] is None:
raise MonitorUnavailable("the Frame didn't answer" if not self.closed else "the monitor stopped")
finally:
self._waiting.pop(rid, None)
reply = slot[1]
if not reply.get("ok"):
err = reply.get("error") or "failed"
if err.startswith("CRITICAL:"):
raise ProcessCritical(err.split(":", 1)[1].strip())
raise RuntimeError(err)
return reply.get("result") or {}
def kill(self, pid: int, sig: str = "TERM", force: bool = False) -> dict:
"""End one process: {"ended": bool, "pid", "name"}. TERM waits up to 3 s on the Frame."""
return self._request({"kill": int(pid), "sig": sig, "force": force})
def end_game(self, package: str) -> dict:
"""Steam's Exit game, then a direct stop: {"ended": bool, "via": "steam"|"stop"}."""
return self._request({"end_game": package}, timeout=30)
def close(self) -> None:
with self._lock:
self.closed = True
try:
self._stdin.channel.shutdown_write() # EOF: the agent's monitor ends
self._stdin.close()
except Exception: # noqa: BLE001 - the connection may be gone already
pass
# --------------------------------------------------------------------------------------------- pure helpers
class History:
"""Rolling series for the sparklines: name -> the last HISTORY points (None = a gap). With a time, values that
fall in the same `bucket` (1 s) are averaged into one point, so a chart always covers 2 minutes and moves
smoothly whatever the sampling interval (at 0.1 s the newest point is refined ten times a second)."""
def __init__(self, size: int = HISTORY, bucket: float = 1.0):
self.size, self.bucket = size, bucket
self.series: dict[str, deque] = {} # name -> deque of [bucket index | None, sum, count]
def add(self, name: str, value: float | None, t: float | None = None) -> None:
q = self.series.setdefault(name, deque(maxlen=self.size))
idx = None if t is None else int(t // self.bucket)
last = q[-1] if q else None
if idx is not None and last is not None and last[0] == idx:
if value is not None: # same second: refine the newest point
last[1] = (last[1] or 0.0) + value
last[2] += 1
return
q.append([idx, value, 1 if value is not None else 0])
def get(self, name: str) -> list:
return [(v / n if n else None) if v is not None else None for _i, v, n in self.series.get(name, ())]
def clear(self) -> None:
self.series.clear()
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 {}
extra = {f"temp:{g}": v for g, v in temps.items()}
if sample.get("fan") is not None:
extra["fan"] = sample["fan"]
return {**extra,
"cpu": (sample.get("cpu") or {}).get("total"),
"gpu": (sample.get("gpu") or {}).get("busy"),
"mem": 100.0 * (total - mem.get("avail", 0)) / total if total else None,
"temp": max(temps.values()) if temps else None,
"power": (sample.get("power") or {}).get("system"),
"battery": bat.get("percent"),
"fps": game.get("fps"),
}
def fmt_bytes(n: float | None) -> str:
if n is None:
return "–"
for unit in ("B", "KB", "MB", "GB"):
if abs(n) < 1024 or unit == "GB":
return f"{n:.0f} {unit}" if unit in ("B", "KB") else f"{n:.1f} {unit}"
n /= 1024
return f"{n:.1f} GB"
def fmt_rate(n: float | None) -> str:
return "–" if n is None else fmt_bytes(n) + "/s"
def fmt_watts(w: float | None) -> str:
if w is None:
return "–"
return f"{w:.2f} W" if abs(w) < 10 else f"{w:.1f} W"
def fmt_duration(s: float | None) -> str:
"""'1 h 05 min', '12 min', '45 s'."""
if s is None:
return "–"
s = int(s)
if s >= 3600:
return f"{s // 3600} h {s % 3600 // 60:02d} min"
if s >= 60:
return f"{s // 60} min"
return f"{s} s"
def fmt_pct(v: float | None) -> str:
return "–" if v is None else f"{v:.0f} %"
# (warn, error) thresholds; "low" metrics warn when the value falls below them
LEVELS = {
"cpu": (85, 97), "gpu": (90, 99), "mem": (85, 93), "psi_memory": (10, 30),
"temp": (80, 90), "temp_Battery": (45, 50), "fps_ratio": (0.9, 0.75),
}
LOW = {"fps_ratio"}
def level(metric: str, value: float | None) -> str:
"""ok | warn | error for a metric's value (unknown metric or no value: ok)."""
if value is None or metric not in LEVELS:
return "ok"
warn, err = LEVELS[metric]
if metric in LOW:
return "error" if value < err else "warn" if value < warn else "ok"
return "error" if value >= err else "warn" if value >= warn else "ok"
def temp_level(group: str, value: float | None) -> str:
return level(f"temp_{group}" if f"temp_{group}" in LEVELS else "temp", value)
SORT_KEYS = ("cpu", "gpu", "rss", "name")
def sort_filter(procs: list[dict], query: str = "", key: str = "cpu", descending: bool = True) -> list[dict]:
"""Processes matching the search (name, PID or game package) in the chosen order."""
q = (query or "").strip().lower()
if q:
procs = [p for p in procs if q in p.get("name", "").lower() or q == str(p.get("pid"))
or q in (p.get("game") or "").lower()]
if key == "name":
return sorted(procs, key=lambda p: (p.get("name", "").lower(), p.get("pid", 0)), reverse=descending)
return sorted(procs, key=lambda p: (p.get(key) or 0, p.get("rss") or 0), reverse=descending)
def group_label(group: str) -> str:
"""'game:<pkg>' -> 'Game'; steam/steamvr/desktop/other as shown in the table."""
if group.startswith("game:"):
return "Game"
return {"steam": "Steam", "steamvr": "SteamVR", "desktop": "Desktop"}.get(group, "Other")
def power_split(power: dict) -> list[tuple[str, float]]:
"""[(label, W)] for the stacked power bar: CPU, GPU, NPU, and the rest of the system rail."""
system = power.get("system") or 0.0
parts = [(k.upper(), power.get(k) or 0.0) for k in ("cpu", "gpu", "npu")]
rest = max(0.0, system - sum(v for _k, v in parts))
return [*parts, ("Other", rest)]
def battery_line(bat: dict | None) -> str:
"""'2 h 10 min left · −4.0 W' / 'Charging · full in 35 min' / 'Full'."""
if not bat:
return "No battery"
status = bat.get("status") or ""
watts = bat.get("watts")
if status == "Full":
return "Full"
if status == "Charging" or (bat.get("plugged") and not bat.get("draining")):
full = bat.get("full_s")
return "Charging" + (f" · full in {fmt_duration(full)}" if full and full < 360000 else "")
left = bat.get("empty_s")
parts = [f"{fmt_duration(left)} left"] if left and left < 360000 else []
if watts is not None:
parts.append(fmt_watts(abs(watts)))
return " · ".join(parts) or status
REFRESH_RATES = (72, 80, 90, 96, 108, 120, 144) # what the Frame's display offers (vrserver.txt)
def fps_target(values: list) -> int | None:
"""The refresh rate a game is presumably aiming for: the lowest Frame rate at or above its best recent fps
(with 3 % slack), for the dashed guide on the fps sparkline."""
best = max((v for v in values if v is not None), default=None)
if best is None:
return None
return next((r for r in REFRESH_RATES if best <= r * 1.03), REFRESH_RATES[-1])
INTERVALS = (0.1, 0.25, 0.5, 1, 2, 5)
DEFAULT_INTERVAL = 0.5
def fmt_interval(s: float) -> str:
"""0.1 -> "0.1 s", 1 -> "1 s"."""
return f"{s:g} s"
def group_procs(procs: list[dict], expanded: set | frozenset = frozenset()) -> list[dict]:
"""Table rows: processes with the same name and the same parent collapse into one group row ("vrwebhelper ×5",
summed CPU/GPU/memory, oldest age) at the position of its first member; an expanded group is followed by its
members (kind "member"). Single processes stay as they are (kind "proc"). The input order is kept."""
groups: dict[tuple, list[dict]] = {}
for p in procs:
groups.setdefault((p.get("ppid"), p.get("name")), []).append(p)
rows, done = [], set()
for p in procs:
key = (p.get("ppid"), p.get("name"))
members = groups[key]
if len(members) < 2:
rows.append({"kind": "proc", **p})
continue
if key in done:
continue
done.add(key)
ages = [m["age"] for m in members if m.get("age") is not None]
rows.append({"kind": "group", "key": key, "name": p.get("name"), "count": len(members), "pid": None,
"ppid": key[0], "group": p.get("group"), "game": p.get("game"),
"cpu": round(sum(m.get("cpu") or 0 for m in members), 1),
"gpu": round(sum(m.get("gpu") or 0 for m in members), 1),
"rss": sum(m.get("rss") or 0 for m in members), "age": max(ages) if ages else None,
"critical": any(m.get("critical") for m in members),
"locked": all(m.get("locked") for m in members),
"context": all(m.get("context") for m in members), "members": members,
"expanded": key in expanded})
if key in expanded:
rows += [{"kind": "member", **m} for m in members]
return rows
+98
View File
@@ -0,0 +1,98 @@
"""Games on another drive of the Frame (a microSD card, GitHub #90): which drives there are, where new games go
(library setting `install.drive`) and moving an installed game. No Flet here (the CLI and GUI share it).
The agent keeps each game's anchor (launch.sh, deployment.json, artwork) on internal storage and its files in
`<drive>/FramePort/<package>`; a drive is given by its install dir (or mount point), internal storage by "internal"."""
from __future__ import annotations
import time
from ..core import library
from ..core.events import Reporter
from ..frame.connection import AgentFailed, Frame
SETTING = "install.drive"
INTERNAL = "internal"
def list_drives(frame: Frame) -> list[dict]:
"""The agent's `drives`: [{id, path, install_dir, label, fstype, internal, removable, free_bytes, total_bytes,
usable, reason, games}]."""
return frame.agent("drives")["drives"]
def install_dest() -> str | None:
"""Where new games go (None = internal storage)."""
value = library.setting(SETTING) or INTERNAL
return None if value == INTERNAL else value
def set_install_dest(install_dir: str | None) -> None:
library.set_setting(SETTING, install_dir or INTERNAL)
def free_text(d: dict) -> str:
""""112.4 GiB free" ("" when unknown)."""
from ..i18n import tr
free = d.get("free_bytes")
return tr("{size:.1f} GiB free").format(size=free / 2**30) if isinstance(free, (int, float)) else ""
def drive_text(d: dict) -> str:
""""SD Card · 112.4 GiB free" (labels for menus and dropdowns)."""
return " · ".join(filter(None, [d.get("label") or d.get("path"), free_text(d)]))
def game_drive(dep: dict | None) -> dict | None:
"""{"internal", "path", "label", "missing"} of an installed game (the agent's list_installed entry), or None for
agents before v63."""
if not dep or "drive" not in dep:
return None
return {**dep["drive"], "missing": bool(dep.get("drive_missing"))}
def is_on(dep: dict | None, d: dict) -> bool:
"""The game (list_installed entry) is on drive d (a `drives` entry)."""
g = game_drive(dep)
if not g:
return d.get("internal", False)
return bool(g["internal"]) if d.get("internal") else (not g["internal"] and g["path"] == d["path"])
def move(frame: Frame, package: str, dest: str, reporter: Reporter, poll: float = 2.0,
timeout: float = 6 * 3600, sleep=time.sleep) -> dict:
"""Move an installed game to `dest` (a drive's install dir or "internal"). The copy runs on the Frame by itself;
this follows its progress (a reconnect picks a running move of the same game up again). Cancel works until the
copy has started."""
reporter.stage("Move game files")
st = frame.agent("move_status")
if not (st.get("state") == "running" and st.get("package") == package):
reporter.check_cancel()
try:
st = frame.agent("move", package=package, dest=dest)
except AgentFailed as exc:
# a job that lost the Frame runs again: the move it started may have finished meanwhile
if "already there" in str(exc):
reporter.check("Game files moved", True, "already there")
return {"state": "done", "package": package}
raise
reporter.log(f"moving {st['from']} → {st['to']} ({st['total_bytes'] / 2**30:.1f} GiB"
+ (", same drive" if st.get("same_drive") else "") + ")")
end = time.time() + timeout
while time.time() < end:
st = frame.agent("move_status")
if st.get("state") in ("done", "failed"):
break
total, done = st.get("total_bytes") or 0, st.get("done_bytes") or 0
phase = {"copying": "Copying", "verifying": "Checking the copy", "removing": "Removing the old copy"}.get(
st.get("phase") or "", "Starting")
reporter.progress(done / total if total else 0.0,
f"{phase} {done / 2**30:.1f}/{total / 2**30:.1f} GiB" if total else phase)
sleep(poll)
else:
raise RuntimeError("the move didn't finish in time; it may still be running on the Frame")
if st.get("state") != "done":
raise RuntimeError(f"moving failed: {st.get('error') or 'unknown error'} (the game stays where it was)")
reporter.check("Game files moved", True, st.get("base") or st.get("to") or "")
return st
+78 -20
View File
@@ -10,7 +10,7 @@ from pathlib import Path
from ..artwork import fetch as artwork
from ..build import sha256
from ..core.events import Reporter
from ..core.models import Recipe
from ..core.models import Recipe, data_manifest
from ..frame.connection import Frame, sh_quote
from ..patches import base
from ..patches.settings import adapter_settings
@@ -25,6 +25,7 @@ class InstallPlan:
recipe: Recipe
apk_only: bool = False # reuse the data already on the Frame
dest: str | None = None
data_files: list[str] | None = None # only these files of data_dir (SourceGame.data_files); None = all of it
def install_context(recipe: Recipe) -> base.InstallContext:
@@ -38,10 +39,8 @@ def install_context(recipe: Recipe) -> base.InstallContext:
return ctx
def local_data_manifest(data_dir: Path | None) -> dict[str, int]:
if not data_dir or not data_dir.is_dir():
return {}
return {p.relative_to(data_dir).as_posix(): p.stat().st_size for p in sorted(data_dir.rglob("*")) if p.is_file()}
def local_data_manifest(data_dir: Path | None, files: list[str] | None = None) -> dict[str, int]:
return data_manifest(data_dir, files)
class Speed:
@@ -74,7 +73,7 @@ def install(frame: Frame, plan: InstallPlan, reporter: Reporter) -> dict:
if not prep.get("lepton"):
raise RuntimeError("Lepton is not installed on the Frame (Setup → Install Lepton)")
incoming = prep["incoming"]
manifest = {} if plan.apk_only else local_data_manifest(plan.data_dir)
manifest = {} if plan.apk_only else local_data_manifest(plan.data_dir, plan.data_files)
existing = prep["existing_obb"]
to_send = [rel for rel, size in manifest.items() if existing.get(rel) != size]
need = sum(manifest[r] for r in to_send) + (0 if prep["same_apk"] else plan.apk.stat().st_size)
@@ -113,7 +112,7 @@ def install(frame: Frame, plan: InstallPlan, reporter: Reporter) -> dict:
tags=_tags(plan.package),
apk_name=plan.apk.name, settings=ctx.adapter_settings,
files={k: v.decode() if isinstance(v, bytes) else v for k, v in ctx.files.items()}, env=ctx.env,
obb_manifest=manifest or None, flatscreen=_flatscreen(plan.package) or ctx.flatscreen,
obb_manifest=manifest or None, flatscreen=show_window(ctx, _flatscreen(plan.package)),
recipe={"patches": sorted(plan.recipe.patches), "source": plan.recipe.source, "alt": plan.recipe.use_alt},
)
reporter.log(f"installed at {result['base']} (Steam shortcut id {result['appid']})")
@@ -227,13 +226,18 @@ class LinuxPlan:
files: list[str] | None = None # only these files of root (a lone AppImage), else the whole folder
appimage: bool = False
openxr: bool = False
x86_64: bool = False # runs through FEX (installed on the Frame first, like Proton)
dest: str | None = None # a drive's install dir for a new install (GitHub #90); None = internal storage
desktop_entry: bool = True # an entry in Desktop Mode's menu and on its desktop (GitHub #84)
def install_linux(frame: Frame, plan: LinuxPlan, reporter: Reporter) -> dict:
"""Upload an arm64 Linux app to the Frame (resumable, unchanged files aren't re-sent); the agent extracts
AppImages, checks the app's libraries and writes its launcher (GitHub #31)."""
if plan.x86_64:
ensure_proton(frame, reporter, kind="linux_x86")
reporter.stage("Prepare Frame")
prep = frame.agent("prepare_linux", package=plan.package, title=plan.title)
prep = frame.agent("prepare_linux", package=plan.package, title=plan.title, dest=plan.dest)
if plan.files:
manifest = {name: (plan.root / name).stat().st_size for name in plan.files}
else:
@@ -255,9 +259,14 @@ def install_linux(frame: Frame, plan: LinuxPlan, reporter: Reporter) -> dict:
reporter.stage("Finalize install")
executables = [rel for rel in manifest if rel != plan.exe and _is_elf(plan.root / rel)][:200]
result = frame.agent("finalize_linux", package=plan.package, title=plan.title, exe=plan.exe,
appimage=plan.appimage, openxr=plan.openxr, manifests={"app": manifest},
executables=executables, tags=_tags(plan.package), timeout=900)
appimage=plan.appimage, openxr=plan.openxr, x86_64=plan.x86_64, manifests={"app": manifest},
executables=executables, tags=_tags(plan.package), dest=plan.dest,
desktop_entry=plan.desktop_entry, timeout=900)
reporter.log(f"installed at {result['base']} (Steam shortcut id {result['appid']})")
apply_app_icon(frame, plan.package, prep.get("anchor"), result, reporter)
if result.get("desktop_entry"):
reporter.check("Desktop Mode entry", True, "in the application menu"
+ (" and on the desktop" if result["desktop_entry"].get("desktop") else ""))
return result
@@ -269,16 +278,19 @@ def _is_elf(path: Path) -> bool:
return False
def ensure_proton(frame: Frame, reporter: Reporter, tool: str | None = None, timeout: float = 45 * 60) -> dict:
def ensure_proton(frame: Frame, reporter: Reporter, tool: str | None = None, timeout: float = 45 * 60,
kind: str = "proton") -> dict:
"""Install Proton (ARM64) + its runtime on the Frame without user interaction: the agent writes Steam appmanifest
stubs and restarts Steam, which downloads them. Waits until they're installed (progress from the appmanifests)."""
stubs and restarts Steam, which downloads them. Waits until they're installed (progress from the appmanifests).
kind "linux_x86": FEX + its runtime instead, for x86_64 Linux apps (agent v60)."""
import time
st = frame.agent("proton_status", tool=tool)
name = "Proton" if kind == "proton" else "FEX (x86 translation)"
st = frame.agent("proton_status", tool=tool, kind=kind)
if st.get("ready"):
return st["ready"]
reporter.stage("Install Proton on the Frame")
r = frame.agent("install_proton", mode="unattended", tool=tool)
reporter.stage(f"Install {name} on the Frame")
r = frame.agent("install_proton", mode="unattended", tool=tool, kind=kind)
reporter.log(r.get("hint") or f"installing {r.get('tool')}")
end = time.time() + timeout
last = None
@@ -287,11 +299,11 @@ def ensure_proton(frame: Frame, reporter: Reporter, tool: str | None = None, tim
reporter.check_cancel()
time.sleep(10)
try:
st = frame.agent("proton_status", tool=tool, timeout=60)
st = frame.agent("proton_status", tool=tool, kind=kind, timeout=60)
except Exception: # SSH can hiccup while Steam restarts
continue
if st.get("ready"):
reporter.check("Proton installed", True, st["ready"]["display_name"])
reporter.check(f"{name} installed", True, st["ready"]["display_name"])
return st["ready"]
dl = st.get("download") or {}
sug = st.get("suggested") or {}
@@ -300,15 +312,15 @@ def ensure_proton(frame: Frame, reporter: Reporter, tool: str | None = None, tim
# for it now
asked_runtime = True
reporter.log("installing the Steam Linux Runtime this Proton needs")
frame.agent("install_proton", mode="unattended", tool=tool)
frame.agent("install_proton", mode="unattended", tool=tool, kind=kind)
continue
if dl.get("total"):
reporter.progress(dl["done"] / dl["total"], f"downloading Proton {dl['done'] / 2**20:.0f}/"
reporter.progress(dl["done"] / dl["total"], f"downloading {name} {dl['done'] / 2**20:.0f}/"
f"{dl['total'] / 2**20:.0f} MiB")
elif dl != last:
reporter.log("waiting for Steam to start the download…")
last = dl
raise RuntimeError("Proton didn't finish installing on the Frame in time; check Steam's downloads on the Frame")
raise RuntimeError(f"{name} didn't finish installing on the Frame in time; check Steam's downloads on the Frame")
BIG_FILE = 8 << 20 # bigger files go one by one (resumable); smaller ones are streamed in batches
@@ -394,6 +406,14 @@ def is_flat_windows(package: str) -> bool:
return bool(((g.get("analysis") or {}).get("extra") or {}).get("flat"))
def show_window(ctx: base.InstallContext, automatic: bool) -> bool:
"""Lepton's flat window for this install: the user's device.display_mode choice, else automatic (an app without VR
code), plus device.text_input_window (a VR app's window behind its VR view, for typing)."""
if ctx.display == "flat" or ctx.flatscreen:
return True
return automatic and ctx.display != "vr"
def _flatscreen(package: str) -> bool:
"""An Android app without VR: Lepton must show it as a flat window (it never draws through OpenXR)."""
from ..core import library
@@ -412,9 +432,46 @@ def upload_steam_art(frame: Frame, package: str, base: str, reporter: Reporter)
frame.run(f"rm -rf {sh_quote(remote_art)} && mkdir -p {sh_quote(remote_art)}")
for kind, f in art.items():
frame.put(f, posixpath.join(remote_art, f"{kind}{f.suffix}"), resume=False)
send_icon_source(frame, package, remote_art)
reporter.check("Steam artwork", bool(art) or None, ", ".join(sorted(art)) or "none found")
def send_icon_source(frame: Frame, package: str, remote_art: str) -> None:
"""Tell the agent what the art set's icon is (artwork/.icon-source, agent v64): a Linux app's own icon is used
for its Desktop Mode entry and Steam shortcut unless the user chose one ("custom")."""
from ..artwork.sources import icon_source
frame.run(f"printf %s {sh_quote(icon_source(package))} > {sh_quote(posixpath.join(remote_art, '.icon-source'))}")
def apply_app_icon(frame: Frame, package: str, anchor: str | None, result: dict, reporter: Reporter) -> None:
"""A Linux app's own icon the agent found in its files (GitHub #99) becomes the library's icon when the game has
none (no user pick, no store icon); the Frame's art set is then sent again so Steam's art shows it too."""
import base64
from ..artwork import sources, steam
icon = result.get("app_icon") or {}
if icon:
reporter.log(f"the app's own icon: {icon.get('file')}")
if not icon.get("png") or not anchor:
return
try:
stored = sources.apply_app_icon(package, base64.b64decode(icon["png"]))
if not stored:
return
steam.ensure_cover(package)
art = steam.steam_set_for(package)
except Exception as exc: # noqa: BLE001 - artwork is optional
reporter.log(f"the app's own icon wasn't used for the library: {exc}")
return
remote = posixpath.join(anchor, "artwork")
for kind, f in art.items():
frame.put(f, posixpath.join(remote, f"{kind}{f.suffix}"), resume=False)
send_icon_source(frame, package, remote)
reporter.check("App icon", True, "the app's own icon is used for the library")
def update_steam_art(frame: Frame, package: str, reporter: Reporter) -> dict:
"""Replace an installed game's Steam library art with the current artwork (after the user picked new art):
the art set goes to the game's anchor, then the shortcut is rewritten (Steam restarts once)."""
@@ -433,6 +490,7 @@ def update_steam_art(frame: Frame, package: str, reporter: Reporter) -> dict:
frame.run(f"rm -rf {sh_quote(remote)} && mkdir -p {sh_quote(remote)}")
for kind, f in art.items():
frame.put(f, posixpath.join(remote, f"{kind}{f.suffix}"), resume=False)
send_icon_source(frame, package, remote)
reporter.check("Steam artwork", True, ", ".join(sorted(art)))
return add_to_steam(frame, [package], reporter)
+12 -5
View File
@@ -29,14 +29,21 @@ PLAYER_HTML = r"""<!doctype html>
<video id="v" muted autoplay playsinline disablepictureinpicture></video>
<div id="bar">
<span id="dot"></span><span id="msg">Connecting to the Frame…</span><span id="info"></span>
<button id="snd" hidden title="Browsers start videos muted: click to hear the Frame">Sound on</button>
<button id="snd" hidden title="Browsers start videos muted: click to hear the Frame. With sound the picture runs about a second behind (the browser buffers audio); muted it's a quarter of a second">Sound on</button>
<button id="fs" title="Full screen (or double-click the picture)">Full screen</button>
</div>
<script>
"use strict";
const video = document.getElementById("v"), dot = document.getElementById("dot");
const msg = document.getElementById("msg"), info = document.getElementById("info");
const CUSHION = 0.3, CATCH_UP = 0.7, FAR_BEHIND = 2.0, KEEP = 10; // seconds behind the newest data
const FAR_BEHIND = 2.0, KEEP = 10; // seconds behind the newest data
// Catch-up per mode: keep `cushion` s behind the newest data, play at `rate` while more than `catchUp` behind.
// With sound, Chrome keeps ~0.6 s of audio ahead and stalls below it, so playback settles ~1 s behind whatever we do
// (measured 2026-10-07 against the Frame: 1.1x catch-up 8 stalls / 30 s, none 1-2, same average lag ~1 s; 50 ms
// fragments no better). So with sound: no speed-up (stalls are audible), only the jump when > FAR_BEHIND.
// Muted: ~0.2-0.3 s behind. (window.FP_TUNE overrides these: tests)
const TUNE = Object.assign({muted: {cushion: 0.3, catchUp: 0.7, rate: 1.1},
sound: {cushion: 0.3, catchUp: Infinity, rate: 1.0}}, window.FP_TUNE || {});
let session = 0, frames = 0, lastFrames = 0, size = "";
function say(text, state) { msg.textContent = text; dot.className = state || ""; }
@@ -80,9 +87,9 @@ async function run() {
sb.addEventListener("updateend", () => {
if (sb.buffered.length) {
const end = sb.buffered.end(sb.buffered.length - 1);
const lag = end - video.currentTime;
if (lag > FAR_BEHIND || video.currentTime < sb.buffered.start(0)) video.currentTime = Math.max(end - CUSHION, 0);
else video.playbackRate = lag > CATCH_UP ? 1.1 : lag < CUSHION ? 1.0 : video.playbackRate;
const lag = end - video.currentTime, k = video.muted ? TUNE.muted : TUNE.sound;
if (lag > FAR_BEHIND || video.currentTime < sb.buffered.start(0)) video.currentTime = Math.max(end - k.cushion, 0);
else video.playbackRate = lag > k.catchUp ? k.rate : lag < k.cushion ? 1.0 : video.playbackRate;
if (video.paused) video.play().catch(() => {});
}
pump();
+219 -23
View File
@@ -9,12 +9,19 @@ starts at a keyframe. No image bytes ever go through Flet.
"""
from __future__ import annotations
import hashlib
import json
import logging
import os
import posixpath
import queue
import struct
import threading
import time
from http.server import BaseHTTPRequestHandler, ThreadingHTTPServer
from pathlib import Path
log = logging.getLogger(__name__)
SAMPLE_NON_SYNC = 0x10000 # ISO/IEC 14496-12 sample_is_non_sync_sample
CLIENT_QUEUE = 240 # fragments a slow viewer may lag behind before it's dropped (it reconnects at a keyframe)
@@ -204,6 +211,10 @@ class Relay:
self.started = time.time()
self.ended: str | None = None # why the source stopped
self._splitter = Mp4Splitter()
# on_join() asks the source for a keyframe now and says whether it will come (hardware encoder). Then a new
# viewer waits for it instead of getting the frames since the last one (seconds old with a long GOP).
self.on_join = None
self._waiting: set[int] = set() # id() of client queues that wait for the next keyframe
def feed(self, data: bytes) -> None:
for kind, chunk in self._splitter.feed(data):
@@ -214,11 +225,15 @@ class Relay:
self.video_track = video_track_id(chunk)
continue
self.frames += 1
if fragment_is_keyframe(chunk, self.video_track):
key = fragment_is_keyframe(chunk, self.video_track)
if key:
self.gop = [chunk]
self._waiting.clear()
elif self.gop:
self.gop.append(chunk)
for q in list(self.clients):
if id(q) in self._waiting:
continue
try:
q.put_nowait(chunk)
except queue.Full: # too slow: drop it, its page reconnects (never block: we hold the lock)
@@ -236,12 +251,20 @@ class Relay:
q: queue.Queue = queue.Queue(CLIENT_QUEUE)
with self._lock:
self.clients.append(q)
if self.on_join is None or self.init is None:
return self.init, list(self.gop), q
self._waiting.add(id(q)) # before asking: the keyframe may come back at once
if self.on_join():
return self.init, [], q
with self._lock: # no keyframe coming: start from the buffered group as before
self._waiting.discard(id(q))
return self.init, list(self.gop), q
def unsubscribe(self, q: queue.Queue) -> None:
with self._lock:
if q in self.clients:
self.clients.remove(q)
self._waiting.discard(id(q))
def status(self) -> dict:
with self._lock:
@@ -343,9 +366,11 @@ class _Server(ThreadingHTTPServer):
# SteamVR on the Frame runs `steamvr-v4l2cam.service` (Valve's v4l2cam): it copies the compositor's "headset view"
# (what the wearer sees: games, SteamVR home, Steam's panels) into a v4l2loopback webcam named "SteamVR"
# (/dev/video99, 1920x1080 RGB24, frames at the display rate). It costs nothing until someone reads it. Steam's own
# recording/Remote Play capture gamescope instead (only the flat Steam UI in VR) and encode with x264 as well; the
# Frame's Qualcomm encoder (qcom-iris) doesn't work with the stock ffmpeg/GStreamer. So: read the headset view, drop
# to 30 fps before scaling, x264 at low priority, fragmented MP4 on stdout. Black while the headset sleeps.
# recording/Remote Play capture gamescope instead (only the flat Steam UI in VR).
# Encoding: our own helper `fp_venc` (native/venc, spec in native/venc/SPEC.md) drives the Frame's hardware encoder
# (qcom-iris, V4L2) - the stock ffmpeg h264_v4l2m2m hangs on it. It emits one H.264 frame per slot of an even fps
# grid (half/third of the panel rate), so ffmpeg only adds sound and packs fMP4 (`-c:v copy`, `-framerate` = the
# helper's fps). When the helper isn't there or its `--probe` fails, the old path runs: x264 at 30 fps on the CPU.
DEVICE_NAME = "SteamVR"
# The headset view's size comes from SteamVR (1920x1080 on SteamOS 0.3.0; v4l2cam follows it, it has no size option),
# so qualities are heights the picture is scaled *down* to (never up: a 2K/4K setting would only add bytes); "full"
@@ -358,35 +383,86 @@ QUALITY = { # max height (None = the headset view's own), bitrate
"full": (None, "10M"),
}
DEFAULT_QUALITY = "720p"
FPS = 30
# Clocks: pulse stamps audio with the wall clock, v4l2 with CLOCK_MONOTONIC → `-ts mono2abs` puts the picture on the
# wall clock too. (Forcing -use_wallclock_as_timestamps on the pulse input gave bursts of AAC packets one shared time,
# a broken audio timeline.) aresample=async=1 keeps the sound continuous across hiccups.
# Hardware path (fp_venc): bit/s targets, VBR up to HW_PEAK x the target. Bits are nearly free there (no CPU cost), and
# 3 Mbit/s CBR at 720p36 showed heavy compression artifacts in the headset test (2026-10-07): head turns move the whole
# picture, and CBR blurred exactly those frames.
HW_BITRATE = {"360p": 1_500_000, "480p": 2_500_000, "720p": 5_000_000, "1080p": 8_000_000, "full": 10_000_000}
HW_PEAK = 1.5
VIDEO_INPUT_OFFSET = "-0.25" # s: ffmpeg's video input vs pulse's late audio (see source_command)
FPS = 30 # software (x264) path only; the hardware path picks an even fraction of the panel rate
# Clocks (x264 path): pulse stamps audio with the wall clock, v4l2 with CLOCK_MONOTONIC → `-ts mono2abs` puts the
# picture on the wall clock too. (Forcing -use_wallclock_as_timestamps on the pulse input gave bursts of AAC packets
# one shared time, a broken audio timeline.) aresample=async=1 keeps the sound continuous across hiccups.
AUDIO_BITRATE = "128k" # AAC of the Frame's default output's monitor = what the headset plays (Lepton/Proton games)
ENCODER_THREADS = 3 # leaves the game most of the CPU
HELPER = "fp_venc"
HELPER_REMOTE = ".local/share/frameport/bin/fp_venc" # under the Frame's home
# stderr lines the script prints for the PC side: `live: encoder=hardware fps=32` / `live: encoder=software fps=30`
INFO_PREFIX = "live: "
def bitrate_bps(rate: str) -> int:
"""ffmpeg-style "3M" / "1500k" → bit/s."""
mult = {"k": 1_000, "M": 1_000_000}.get(rate[-1:], 1)
return int(float(rate[:-1] if mult > 1 else rate) * mult)
def source_command(quality: str = DEFAULT_QUALITY, fps: int = FPS) -> str:
"""Shell script for the Frame: finds the headset-view device, streams fMP4 (H.264, + AAC sound of the
default output when there is one) to stdout and stops when the SSH channel closes (stdin reaches EOF).
Exit 3 = no headset view device (SteamVR not running)."""
Hardware encoder (fp_venc) when it probes fine, else x264. Exit 3 = no headset view device (SteamVR not running).
`fps` applies to the x264 path."""
h, rate = QUALITY.get(quality, QUALITY[DEFAULT_QUALITY])
# width -2 keeps the aspect ratio (even, as yuv420p needs); full size only drops an odd last row/column
scale = (",crop=trunc(iw/2)*2:trunc(ih/2)*2" if h is None
else f",scale=-2:'min({h},ih)':flags=fast_bilinear")
hw_rate = HW_BITRATE.get(quality, HW_BITRATE[DEFAULT_QUALITY])
venc_args = (f'--source "$dev" --bitrate {hw_rate} --peak {int(hw_rate * HW_PEAK)}'
+ (f" --height {h}" if h else ""))
return f"""dev=
for d in /sys/class/video4linux/video*; do
[ "$(cat "$d/name" 2>/dev/null)" = "{DEVICE_NAME}" ] && dev=/dev/${{d##*/}} && break
done
if [ -z "$dev" ]; then echo "no SteamVR headset view device: is SteamVR running?" >&2; exit 3; fi
exec 3<&0
export XDG_RUNTIME_DIR=${{XDG_RUNTIME_DIR:-/run/user/$(id -u)}} # (an SSH session may lack it: PipeWire's socket)
# the PC kills this process group when a stop's stdin EOF doesn't end it (writes blocked on a full pipe)
echo "{INFO_PREFIX}pgid=$(ps -o pgid= $$ | tr -d ' ')" >&2
audio=(-an)
sink=$(pactl get-default-sink 2>/dev/null)
if [ -n "$sink" ]; then
audio=(-thread_queue_size 1024 -f pulse -fragment_size 3840 -i "$sink.monitor"
-map 0:v -map 1:a -af aresample=async=1 -c:a aac -b:a {AUDIO_BITRATE} -ac 2 -ar 48000)
fi
venc=${{FP_VENC:-$HOME/{HELPER_REMOTE}}}
info=
[ -x "$venc" ] && info=$("$venc" --probe {venc_args} 2>/dev/null)
hwfps=$(printf %s "$info" | sed -n 's/.*"fps":\\([0-9][0-9]*\\).*/\\1/p')
if [ -n "$hwfps" ]; then
echo "{INFO_PREFIX}encoder=hardware fps=$hwfps" >&2
# fp_venc reads the SSH channel (stdin): "k" = keyframe, EOF = stop; ffmpeg then ends with it (-shortest).
# Raw H.264 has no timestamps. The input is stamped on arrival (wall clock, like pulse's audio) so ffmpeg reads both
# inputs in step; setts then numbers the frames on fp_venc's fps grid. Measured on the Frame (2026-10-07):
# arrival stamps alone bunched frames read together (gaps of 0-10 ms and 45+ ms: dropped-looking frames in the
# player); setts alone (no input stamps) held all output ~7 s next to the sound; -framerate is ignored;
# -fflags nobuffer lost the first seconds of a still picture's tiny frames; a big probesize waits seconds for one.
# frag_keyframe: a requested keyframe starts its own fragment, where a joining viewer can begin.
# -itsoffset {VIDEO_INPUT_OFFSET}: ffmpeg paces its inputs against each other, and pulse's audio arrives later than
# the wall clock (more while something plays), so the video input counted as "ahead" and ffmpeg stopped reading it
# for up to 0.7 s: fp_venc's writes blocked and 1080p dropped frames (owner's test 2026-10-07; busy 1080p replayed
# with sound: 20 s took 34-47 s). Shifting the video input back fixes that, but too far makes ffmpeg hold video for
# the interleave and release it in clumps (-1 s: output gaps up to 550 ms, a longer, stuttering delay in the
# browser, worse with sound on). Measured on the Frame with sound playing: -0.25 s = no stalled writes at busy 1080p
# and steady output (gaps 50-150 ms); -0.5 s already clumps (200-250 ms); none = 18 slow writes; PULSE_LATENCY_MSEC
# =20 made it worse. Only the input side moves: setts sets the output times, audio and video spans stay equal.
"$venc" {venc_args} --fps "$hwfps" | nice -n 10 ffmpeg -nostdin -hide_banner -loglevel error \\
-probesize 32 -analyzeduration 0 -use_wallclock_as_timestamps 1 -itsoffset {VIDEO_INPUT_OFFSET} \\
-f h264 -i pipe:0 "${{audio[@]}}" \\
-c:v copy -bsf:v "setts=ts=N*(1/$hwfps)/TB:duration=(1/$hwfps)/TB" -shortest \\
-f mp4 -movflags empty_moov+default_base_moof+frag_keyframe -frag_duration 100000 -
exit $?
fi
echo "{INFO_PREFIX}encoder=software fps={fps}" >&2
exec 3<&0
nice -n 10 ffmpeg -nostdin -hide_banner -loglevel error \\
-thread_queue_size 64 -ts mono2abs -f v4l2 -input_format rgb24 -i "$dev" "${{audio[@]}}" \\
-vf "fps={fps}{scale},format=yuv420p" -c:v libx264 -preset ultrafast -tune zerolatency -threads {ENCODER_THREADS} \\
@@ -398,6 +474,59 @@ wait $pid
"""
def helper_path() -> Path | None:
"""The bundled fp_venc (artifacts/linux-arm64-bin), None in builds without it."""
from ..core.paths import artifacts_dir
p = artifacts_dir() / "linux-arm64-bin" / HELPER
return p if p.is_file() else None
def ensure_helper(frame) -> bool:
"""Make sure the Frame has this app's fp_venc (sha256 compare, upload when different). False = it doesn't (the
stream then uses x264); never raises."""
local = helper_path()
if local is None:
return False
try:
from ..frame.connection import sh_quote
remote = f"{frame.home}/{HELPER_REMOTE}"
want = hashlib.sha256(local.read_bytes()).hexdigest()
_, out, _ = frame.run(f"sha256sum {sh_quote(remote)} 2>/dev/null")
if out.split()[:1] == [want]:
return True
frame.run(f"mkdir -p {sh_quote(posixpath.dirname(remote))}")
tmp = f"{remote}.new-{os.getpid()}-{threading.get_ident()}" # own name: two starts at once don't collide
frame.put(local, tmp, resume=False)
code, _, err = frame.run(f"chmod 755 {sh_quote(tmp)} && mv -f {sh_quote(tmp)} {sh_quote(remote)}")
if code:
raise RuntimeError(err.strip())
return True
except Exception as exc: # noqa: BLE001
log.warning("live view: couldn't put %s on the Frame (%s); using the software encoder", HELPER, exc)
return False
STOP_GRACE = 2.0 # s to wait for the script to end after stdin EOF before killing its process group
DROP_WARN = 0.05 # share of a stats window's frame slots that were late or skipped before the panel warns
def window_stats(line: str, prev: dict[str, int]) -> tuple[dict[str, int], dict]:
"""One `fp_venc: stats k=v ...` line (counters since the start) → (its counters, this window's figures:
frames, dropped = late + skipped slots, dropping = at least DROP_WARN of the window's slots, kbps)."""
counters = {}
for kv in line.split():
k, _, v = kv.partition("=")
if v.isdigit():
counters[k] = int(v)
d = {k: counters.get(k, 0) - prev.get(k, 0) for k in ("frames", "late", "skipped")}
dropped = d["late"] + d["skipped"]
slots = d["frames"] + d["skipped"]
return counters, {"frames": d["frames"], "dropped": dropped, "kbps": counters.get("kbps", 0),
"dropping": slots > 0 and dropped >= DROP_WARN * slots}
class FrameSource:
"""The stdout of `source_command` on the Frame, on its own SSH channel of the existing connection."""
@@ -405,8 +534,14 @@ class FrameSource:
self.frame = frame
self.quality = quality
self.chan = None
self.info: dict[str, str] = {} # from the script's `live: k=v ...` stderr lines (encoder, fps)
self.stats: dict = {} # the hardware encoder's last 10 s (window_stats), for the panel
self._counters: dict[str, int] = {}
self._err = b""
self._last_error = ""
def open(self):
ensure_helper(self.frame)
transport = self.frame.client.get_transport()
if transport is None or not transport.is_active():
raise ConnectionError("not connected to the Frame")
@@ -416,28 +551,74 @@ class FrameSource:
self.chan.exec_command("bash -c " + sh_quote(source_command(self.quality)))
return self
def _read_stderr(self, final: bool = False) -> None:
while self.chan.recv_stderr_ready():
self._err += self.chan.recv_stderr(4096)
*lines, self._err = self._err.split(b"\n")
if final:
lines.append(self._err)
self._err = b""
for raw in lines:
line = raw.decode("utf-8", "replace").strip()
if line.startswith(INFO_PREFIX):
self.info.update(kv.split("=", 1) for kv in line[len(INFO_PREFIX):].split() if "=" in kv)
elif line.startswith(("fp_venc: info ", "fp_venc: stats ")): # stats every 10 s: late/skipped frames
log.info("live view: %s", line)
if line.startswith("fp_venc: stats "):
self._counters, self.stats = window_stats(line, self._counters)
elif line:
self._last_error = line
def read(self, n: int) -> bytes:
data = self.chan.recv(n)
if not data:
err = b""
while self.chan.recv_stderr_ready():
err += self.chan.recv_stderr(4096)
if err.strip():
raise RuntimeError(err.decode("utf-8", "replace").strip().splitlines()[-1])
self._read_stderr(final=not data)
if not data and self._last_error:
raise RuntimeError(self._last_error)
return data
def close(self) -> None:
if self.chan is not None:
try:
self.chan.shutdown_write() # EOF on the script's stdin: it stops ffmpeg
finally:
self.chan.close()
def request_keyframe(self) -> bool:
"""Ask the hardware encoder for a keyframe now (a viewer joined). False on the x264 path (no such request:
the relay then sends the frames since the last keyframe)."""
if self.info.get("encoder") != "hardware" or self.chan is None:
return False
try:
self.chan.sendall(b"k")
return True
except OSError:
return False
def close(self, grace: float = STOP_GRACE) -> None:
"""EOF on the script's stdin stops the encoder. But when the stream is backed up, fp_venc sits in a blocked
write and never reads stdin, and once the channel is closed nothing drains ffmpeg's output either (found on
the Frame at 1080p, 2026-10-07: both left running, holding SteamVR's headset view open). So: wait a moment,
then end the script's process group from a second command."""
if self.chan is None:
return
try:
self.chan.shutdown_write()
deadline = time.time() + grace
while not self.chan.exit_status_ready() and time.time() < deadline:
while self.chan.recv_ready(): # drain, so a blocked writer can get to stdin
self.chan.recv(65536)
time.sleep(0.05)
self._read_stderr()
pgid = self.info.get("pgid", "")
if not self.chan.exit_status_ready() and pgid.isdigit() and int(pgid) > 1:
log.info("live view: the stream didn't stop by itself; ending process group %s", pgid)
self.frame.run(f"kill -TERM -- -{pgid} 2>/dev/null; sleep 1; kill -KILL -- -{pgid} 2>/dev/null; true")
except Exception as exc: # noqa: BLE001
log.warning("live view: stopping the stream on the Frame: %s", exc)
finally:
self.chan.close()
def start(frame, quality: str = DEFAULT_QUALITY) -> LiveStream:
"""Start streaming the Frame's headset view; open `.url` in a browser to watch."""
src = FrameSource(frame, quality)
return LiveStream(src.open, src.close).start()
live = LiveStream(src.open, src.close)
live.relay.on_join = src.request_keyframe
live.source_info = lambda: {**src.info, "stats": dict(src.stats)}
return live.start()
class LiveStream:
@@ -456,6 +637,21 @@ class LiveStream:
self._threads: list[threading.Thread] = []
self._stop = threading.Event()
self.on_end = None # callback(reason) when the source stops by itself
# () -> {"encoder": "hardware"|"software", "fps": "32", "stats": window_stats(...)[1]} once the source said so
self.source_info = dict
def status(self) -> dict:
"""The relay's status + what the source reported (encoder, fps, the encoder's last 10 s: dropped frames)."""
out = self.relay.status()
info = self.source_info()
if info.get("encoder"):
out["encoder"] = info["encoder"]
if str(info.get("fps", "")).isdigit():
out["fps"] = int(info["fps"])
stats = info.get("stats") or {}
if stats:
out["dropped"], out["dropping"] = stats.get("dropped", 0), bool(stats.get("dropping"))
return out
@property
def url(self) -> str:
+211 -5
View File
@@ -19,9 +19,11 @@
" · link": "",
" · not installed yet": "",
" · on the Frame: ": "",
" · on {label}": "",
" · restart the Frame soon to reset it": "",
" · Revive provides the Oculus runtime": "",
" · {human} in files": "",
" · {label} not inserted": "",
" · {queued} more queued": "",
" · {value:.0f} MiB": "",
" · {value:.1f} GiB": "",
@@ -56,15 +58,17 @@
"A game is running on the Frame": "",
"A game is running on the Frame. Close it in the headset first, then try again.": "",
"a known blocker": "",
"A Linux app for arm64 (AppImage, .zip or .tar.gz)": "",
"A Linux app (AppImage, .zip or .tar.gz; arm64, or x86_64 through translation)": "",
"A Meta Quest game (APK). It's rebuilt for the Frame and runs in Lepton, Valve's Android container.": "",
"A native Linux program built for arm64 (aarch64), like the Frame's own CPU. It's installed unchanged and runs directly on SteamOS (no Android container, no Proton), started from the Frame's Steam library. VR apps use the Frame's OpenXR runtime.": "",
"A new FramePort version is ready to install": "",
"A newer known-good config for this game is available (you changed this game's settings, so it wasn't applied by itself).": "",
"A recipe is the list of patches FramePort applies to a game before installing it. Known-good recipes were tested on a Frame; the others are suggested from the game's engine and VR API. Hover a patch for why it's there.": "",
"A VR app made for another Android headset. OpenXR apps are translated like Quest games; apps built on a headset maker's own SDK (Pico, HTC Wave) can't run on the Frame.": "",
"A web page asked FramePort to install {name}.": "",
"A Windows game without VR, added with \"Add one game folder…\". On the Frame, Proton runs it as a window (like Steam's own Windows games); it's in the Frame's Steam library.": "",
"A Windows PC VR game (OpenXR, SteamVR or Oculus). It runs on this PC with SteamVR, or on the Frame with Proton. Oculus-only games also need Revive (Oculus → OpenXR).": "",
"A Windows program (.exe)": "",
"A zip with FramePort's logs, the game's recipe and analysis, launch-test logs and the Frame's runtime details — enough to debug without the game files. IP addresses, host and user names, home folders and Steam ids are replaced by placeholders. Attach it to a GitHub issue.": "",
"ABIs": "",
"About": "",
@@ -72,9 +76,10 @@
"AC Nexus: no AppSW at 72 Hz": "",
"AC Nexus: no AppSW at 90 Hz": "",
"Activity": "",
"Add a Linux app (arm64)…": "",
"Add a Linux app folder…": "",
"Add a Linux app…": "",
"Add a tag": "",
"Add a Windows program (.exe)…": "",
"Add an APK file": "",
"Add an APK file…": "",
"Add games": "",
@@ -87,6 +92,7 @@
"Add {name}": "",
"Added automatically (engine, VR API or store genre)": "",
"Added automatically when needed": "",
"Added to Desktop Mode": "",
"Added {n} game": [
"",
""
@@ -98,6 +104,7 @@
"Adds a small piece of Meta's platform library that some games need to start.": "",
"Adds no-op com.oculus.os.AnalyticsEvent / UnifiedTelemetryLogger classes for native code that looks them up through the app class loader (e.g. Nano, NOPE Challenge).": "",
"Adds OVRPort's OpenXR loader dispatcher and platform loader. Required: without it nothing is translated.": "",
"Adds the app to Desktop Mode's application menu and puts an icon on its desktop. Some apps work better there, with a mouse and keyboard, than in Gaming Mode, where Steam Input turns the controllers into a gamepad.": "",
"Adds the parts that let a Quest game talk to the Steam Frame. Needed for every Quest game.": "",
"Adds the VR app metadata other launchers expect.": "",
"Advanced": "",
@@ -105,6 +112,7 @@
"All at their defaults": "",
"All games": "",
"All of FramePort's data on this PC is gone": "",
"All {n} {name} processes ended.": "",
"Allow swapchains larger than 4096 px": "",
"Allows data backup.": "",
"Allows reading the game's logs, which helps find problems.": "",
@@ -123,8 +131,10 @@
"Analyze {title} again": "",
"Android": "",
"Android app": "",
"Android app (APK)": "",
"Android app without VR: installed unchanged and shown as a flat window": "",
"Android VR": "",
"Another app": "",
"Answer the open install question first": "",
"Any": "",
"APK": "",
@@ -132,6 +142,7 @@
"AppImage": "",
"Apply the suggested patches and reinstall": "",
"Apps that suggest controller bindings only for Meta's newer profiles (Touch Plus, Touch Pro), which the Frame's runtime rejects (XR_ERROR_PATH_UNSUPPORTED), get the same bindings as oculus/touch_controller instead (components Touch lacks are dropped). Without it such apps get no controller input.": "",
"arm64 (runs natively)": "",
"Artwork for {get}": "",
"Artwork updated ({src}). The Frame's Steam library still shows the old art.": "",
"Artwork updated for {get}": "",
@@ -150,6 +161,7 @@
"Back to library": "",
"Back up the signing keys ({len}) to {shown_dir} first": "",
"Banner": "",
"Battery": "",
"Before a swapchain image is handed to the Frame, wait until the game's GPU work on it has finished, for games that hand over images early (an eye flickers or jitters). Costs some frame time. 2 = only after the first 60 s (compare both in one session).": "",
"Before each Play on this PC, FramePort reads SteamVR's record of the game's last session (frames dropped; frame times from fpsVR if installed). If it dropped frames, it lowers the game's refresh rate to one whose frame budget fits (e.g. 96 → 90 Hz) and turns motion smoothing on, through SteamVR's per-application settings; each later session can step down again. Set a refresh rate or smoothing mode here to choose yourself. Ignored on the Frame.": "",
"Best guess": "",
@@ -157,8 +169,11 @@
"Browse and manage files on the Frame (Files tab): upload from this PC, download, rename, delete. Videos, Downloads and Documents are shared by every Quest game (/sdcard/Movies, /sdcard/Download, /sdcard/Documents); each installed game also has its own storage (its /sdcard). Apps find files by browsing folders. Video players that list only their own folder (e.g. 4XVR's Internal Storage = 4XPlayer): upload into that folder in the game's storage.": "",
"Build page": "",
"Cable connected.": "",
"Camera": "",
"can't hold games: {reason}": "",
"Can't reach your Frame. Make sure it's on, awake and on the same network, then try again.": "",
"Can't run": "",
"Can't use that link: {reason}": "",
"Cancel": "",
"Cancel all": "",
"cancelled": "",
@@ -182,6 +197,9 @@
"Check that the Frame and this computer are on the same network.": "",
"Checking this PC…": "",
"Checking tools…": "",
"Checking which app opens these links…": "",
"checksum checked": "",
"Choose \"Flat window\" if a phone/tablet app shows nothing in the headset, \"VR\" if a VR app opens as a flat window.": "",
"Choose PNG, JPEG or WebP images. Steam fills any missing shape from the ones you choose; FramePort never replaces your images automatically.": "",
"Choose…": "",
"Chosen by you.": "",
@@ -215,22 +233,27 @@
"Connecting the keyboard…": "",
"Connecting to {value}…": "",
"Connecting…": "",
"Connection lost, reconnecting…": "",
"Content files from the game's data": "",
"Continue": "",
"Controller input diagnostics (log)": "",
"Controllers": "",
"Converts Quest games to OpenXR": "",
"Copied": "",
"Copies the game's files, data and saves to the other drive, checks the copy and then removes the old one. The Steam entry, settings and saves stay valid. The game must be closed. A game on a microSD card only starts while the card is inserted.": "",
"Copy": "",
"Copy all": "",
"Copy failed; select the text instead": "",
"Copy folder path": "",
"Copy log": "",
"Copy name": "",
"Copy OVRPlugin if VrApi is present": "",
"Copy OVRPort libraries": "",
"Copy path": "",
"Copy PID {pid}": "",
"Couldn't check this PC": "",
"Couldn't connect: {exc}": "",
"Couldn't list the Frame's drives: {error}": "",
"Couldn't list the screenshots: {exc}": "",
"Couldn't list {path}: {exc}": "",
"couldn't load the full image: {exc}": "",
@@ -242,6 +265,9 @@
"Couldn't use {choice}: {exc}": "",
"Counts the headset as worn, so games that only move the player while it's worn get head tracking and controls (e.g. BONELAB).": "",
"Cover": "",
"CPU": "",
"CPU cores": "",
"CPU {cpu} · GPU {gpu} · memory {mem} · {n} processes": "",
"Create": "",
"Customize": "",
"Cylinder layers (curved menus and movie screens, e.g. 4XVR), which the Frame's runtime lacks, are shown as a few flat strips along the curve. 0 = drop them. 360° (equirect) layers can't be shown on the Frame.": "",
@@ -266,6 +292,8 @@
"Deletes the rollback copies kept from each game's previous install and leftover uploads. The games and saves stay.": "",
"Delete…": "",
"Deselect": "",
"Desktop": "",
"Desktop Mode": "",
"Details": "",
"Dev builds let you test fixes before they're released. They're less tested than releases and may have bugs. You get the next release as a normal update (you have {version}).": "",
"Developer Mode (on the Frame: Settings → System → Developer) lets FramePort find the Frame on your network and connect to it over SSH. The first-time setup command turns it on for you.": "",
@@ -284,6 +312,7 @@
"Download": "",
"Download all": "",
"Download all ({n})…": "",
"Download and install": "",
"Download selected": "",
"Download to this PC": "",
"Download to this PC…": "",
@@ -296,6 +325,7 @@
],
"Download {n} screenshots…": "",
"Downloaded when first needed": "",
"Downloaded {name}": "",
"Downloaded {n} file to {folder}": [
"",
""
@@ -315,14 +345,25 @@
"Drops Quest-only shared library requirements.": "",
"Each patch is described in plain words. Turn this on to also see its id, exactly what it changes in the game (useful when reporting a problem) and its parameters.": "",
"Enabled by you.": "",
"End all": "",
"End all {n}": "",
"End all {n} {name}?": "",
"End game": "",
"End process": "",
"End the whole game": "",
"End {name}?": "",
"End {title}?": "",
"Ending this stops Steam, SteamVR or the desktop": "",
"Enter the address": "",
"Enter the Frame's address (e.g. steamos@frame.local or its IP)": "",
"Environment variables exported by the launcher (e.g. VK_INSTANCE_LAYERS=\"\" to test without Valve's layers).": "",
"Environment variables for the Proton launcher on the Frame (e.g. DXVK_HUD=fps), one KEY=value per line.": "",
"Every 'local' play space the game creates lines up with the one at the start. For games whose menus or screens jump to where you look on the Frame.": "",
"Every 5 s, logs per located space how far the requested times are from the frame's predicted display time, and the runtime clock's offset from the monotonic clock. No effect on the game.": "",
"Every game start on the Frame used to leak one kernel key, and after about 200 launches every game fails to start. FramePort switches that leak off, but keys already used only come back after a restart of the Frame.": "",
"Every N seconds, saves the left-eye image the game submits (a quarter of its size) as fb_snap_0-7.ppm in the game's files folder on the Frame. Launch tests run without anyone wearing the headset, so the headset view stays black; this shows what the game itself draws. OpenGL ES games only.": "",
"Every uploaded file is present with the right size.": "",
"Every {n}": "",
"everything in ~ (not seen by games)": "",
"Everything is up to date": "",
"Executable": "",
@@ -339,6 +380,7 @@
"Failed": "",
"Failed: {error}": "",
"Fake XR_FB_scene/spatial entities: a guardian-sized room with floor, ceiling and four walls, for mixed-reality games that build their level from the room (e.g. Demeter).": "",
"Fan": "",
"Files": "",
"Files and environment on the Frame": "",
"Files and environment variables placed next to the game on the Frame.": "",
@@ -354,6 +396,7 @@
"Fix crash when the game prepares the microphone": "",
"Fix depth flicker (Unreal Vulkan)": "",
"Fix freezes when controllers vibrate": "",
"Fix hands lagging behind controllers": "",
"Fix launcher icon entry": "",
"Fix minimal Android SDK": "",
"Fix UE4 crash with Unity stub": "",
@@ -366,7 +409,7 @@
"folder and everything in it": "",
"Folder name": "",
"Folder to upload to the Frame": "",
"Folder with a Linux app for arm64": "",
"Folder with a Linux app": "",
"Folder with VR games (Android APKs or PC VR games)": "",
"For apps that only know Quest 3/Pro controllers: without it they get no buttons.": "",
"For buttons that do nothing or the wrong thing: logs each controller profile the game suggests bindings for and whether the runtime accepts it (with every path of a rejected one), which profile the runtime reports for each hand (a game without Steam Frame bindings gets SteamVR's Touch remap), OpenXR functions the game looks up that the runtime lacks, and failing input, vibration and performance calls. Each line once. No effect on the game.": "",
@@ -375,6 +418,7 @@
"For games that judder or shimmer while you hold your head still (e.g. I Am Cat).": "",
"For games that pause or recenter when the headset briefly loses focus.": "",
"For games that show the headset's own controllers. Takes effect after a reinstall.": "",
"For games whose hands trail the controllers when you move them (e.g. BattleSisters).": "",
"For games whose menus or screens jump to wherever you look.": "",
"For heavy games that use application space warp: it causes artifacts or hangs on non-Quest runtimes (e.g. Asgard's Wrath 2, Batman: Arkham Shadow).": "",
"For mixed-reality-only games. On the Frame, passthrough is emulated by the FrameBridge adapter (greyscale cameras).": "",
@@ -384,13 +428,22 @@
"For Unreal games whose models flicker or show through walls and windows on the Frame (e.g. Into The Radius 2). Needs a rebuild.": "",
"For Vulkan games whose models flicker or vanish while you look at them (e.g. Into The Radius 2). Needs a rebuild.": "",
"Force enable passthrough": "",
"Force kill": "",
"Force kill all": "",
"Force kill all {n}": "",
"Force kill all {n} {name}?": "",
"Force kill {name}?": "",
"Found": "",
"fps isn't reported for PC VR and Linux games": "",
"fps · target {hz} Hz": "",
"fps: waiting for the game's first frames": "",
"Frame agent": "",
"Frame battery: charging": "",
"Frame battery: not charging": "",
"Frame OpenXR compatibility layer": "",
"FrameBridge OpenXR adapter": "",
"FramePort": "",
"FramePort can't add {name}: drop an APK, a Linux build (.zip, AppImage), a Windows program (.exe) or a folder": "",
"FramePort can't replace itself in {value} (no permission): opening the release page to download it": "",
"FramePort checks GitHub for a new release every few hours and shows it in the sidebar and the Library. \"Update now\" downloads it, checks its checksum (and on Windows its signature), closes FramePort and opens the new version; your games, settings and Frame connection are kept. With automatic install, the download happens in the background and the new version starts next time.": "",
"FramePort found more than one arm64 program in this app. Pick the one that starts it (helpers such as crash reporters or updaters are the wrong choice).": "",
@@ -416,6 +469,7 @@
"FramePort's tools, library, artwork and the signing keys of your rebuilt games. Back it up: an update must be signed with the same key, or the game (and its saves) has to be reinstalled.": "",
"FramePort's translator between the game and the Steam Frame: fills in what the Frame lacks (controllers, room, passthrough). Needed for every converted game.": "",
"Frames in Developer Mode show up here.": "",
"frames per second": "",
"Free up space": "",
"Free up space on the Frame": "",
"Free up space?": "",
@@ -429,8 +483,11 @@
"Game config files": "",
"Game configs are up to date": "",
"Game configs from GitHub: last checked {when}": "",
"Game data (.obb) not found": "",
"game data (OBB)": "",
"Game launch capacity": "",
"Game not found": "",
"Game page": "",
"Game settings": "",
"Game settings · {title}": "",
"Game settings. ": "",
@@ -438,6 +495,7 @@
"Game settings…": "",
"Game storage": "",
"Game's choice": "",
"Game: the running FramePort game's processes (its Android container or Proton) plus the busiest others. Steam & SteamVR: Steam, SteamVR and the desktop. All: every program of your user on the Frame. A lock marks programs whose end would close Steam, SteamVR or the desktop.": "",
"Games see this folder as {value}": "",
"Games that ask the headset for its controller models (Meta's runtime controller models, XR_FB_render_model) get the Steam Frame controllers instead of Quest Touch controllers. The models come from the Frame's own SteamVR and are converted on the Frame at install time. Games that ship their own controller meshes aren't affected. Turning it on needs a rebuild (it adds a small library in front of OVRPort's loader).": "",
"Generate OVRPort config": "",
@@ -448,6 +506,7 @@
"Gives older Quest games a newer version of Meta's VR plugin that can be converted.": "",
"GL shim (Mesa GLSL compatibility)": "",
"GL shim for Unity (no multisampled render-to-texture)": "",
"GL shim for Unreal (no multisampled render-to-texture)": "",
"GL shim only: hide GL_EXT_multisampled_render_to_texture(2) (Zink crashes rendering Unity's runtime MSAA eye buffer through it, e.g. The Room VR).": "",
"GL shim only: hide GL_OVR_multiview so all passes use single-view shaders. For GLES games whose multiview shaders fail on single-view render targets (e.g. Path of the Warrior).": "",
"GL shim: hide multisampled render-to-texture": "",
@@ -455,8 +514,13 @@
"GL wrapper: OpenGL ES depth formats (Minecraft)": "",
"Go to my library": "",
"Go to System and turn on \"Enable Developer Mode\". A Developer page appears in Settings; nothing else changes, your games and data stay as they are.": "",
"GPU": "",
"Graphics": "",
"Group": "",
"hardware encoder": "",
"Hide Android's navigation bar": "",
"Hide details": "",
"Hide its processes": "",
"Hide log": "",
"Hide patches": "",
"Hide Quest foveation": "",
@@ -469,7 +533,12 @@
"Higher keeps more detail but uses more memory.": "",
"Higher looks sharper but needs more power; lower runs smoother. 1.0× is the game's own.": "",
"Home folder": "",
"hottest: {part}": "",
"How a PC VR game starts: Proton runs the Windows program on the Frame; for Oculus games, Revive translates the Oculus API to OpenXR.": "",
"How Lepton runs the app: VR (headless Android, only what the app draws through OpenXR reaches the headset) or a flat window (Lepton's lepton-show-flatscreen marker: the Android window on a screen in the headset, like a phone or tablet app). Automatic uses a flat window for apps without VR code. Choose \"Flat window\" for a 2D app FramePort took for VR (it shows nothing in the headset), \"VR\" for a VR app FramePort took for 2D.": "",
"How Lepton shows an Android app: VR (the headset shows what the app draws through OpenXR) or a flat window (a phone/tablet app on a screen in the headset). Automatic picks a window for apps without VR code.": "",
"How much of the time the Frame's graphics chip was busy, added up from every program that draws (the game, SteamVR's compositor, Steam). Near 100 % the game can't keep its frame rate.": "",
"How often the Frame sends new numbers": "",
"How often the picture updates. Higher is smoother if the game can keep up.": "",
"How well the game runs on the Steam Frame. \"Works\" and \"Works with issues\" come from recipes tested on a real Frame. \"Untested\" means FramePort suggested a recipe from the game's engine and VR API that nobody has confirmed yet. \"Can't run\" means there's a known blocker (for example a 32-bit-only game).": "",
"I played it in the headset with this recipe": "",
@@ -479,15 +548,21 @@
"If you know the Frame's address.": "",
"Ignore focus dips up to": "",
"Image for the {label}": "",
"In the menu and on the desktop": "",
"In your Steam library": "",
"In your Steam library · launch settings changed — update it": "",
"Install": "",
"Install anyway": "",
"Install dev build": "",
"Install dev build {version}?": "",
"Install from a link": "",
"Install from a link…": "",
"Install it anyway to try it, e.g. with different patches.": "",
"Install Lepton on the Frame": "",
"Install link: {host}": "",
"Install links": "",
"Install missing": "",
"Install new games to": "",
"Install on Frame": "",
"Install on this PC": "",
"Install Proton on the Frame": "",
@@ -497,6 +572,7 @@
"Install the latest dev build…": "",
"Install updates automatically (downloads in the background, installs when FramePort next starts)": "",
"Install {len} on this PC": "",
"Install {name}?": "",
"Install {n} on Frame": "",
"Install {title} anyway?": "",
"Install {title} on {value}": "",
@@ -509,7 +585,9 @@
"Installs the app as it is, unpacked on the Frame, with an entry in its Steam library": "",
"Installs the app as it is, with an entry in the Frame's Steam library": "",
"Installs the game exactly as it is: no patches (your copy is already patched)": "",
"Internal storage": "",
"into {value}": "",
"It belongs to a running game, which may stop with it.": "",
"It can't be reached (asleep, turned off or out of Wi-Fi). Wake it or turn it on: FramePort continues by itself, and uploads pick up where they stopped.": "",
"It doesn't run: report…": "",
"It has a known blocker on the Steam Frame.": "",
@@ -520,6 +598,9 @@
"It will be closed without saving. Continue?": "",
"It won't start on the Frame: SteamOS doesn't have these libraries and the app doesn't bring them. Look for a build of the app that includes them, then install that one.": "",
"It works: share…": "",
"it's here now": "",
"its drive": "",
"Its manifest asks for Android {version} (API {api}); the Frame's Android is 11 (API 30). Apps like this often crash at start, but not always: try it, a launch test tells.": "",
"Java runtime": "",
"Java, OVRPort and apksigner are ready.": "",
"just now": "",
@@ -537,6 +618,7 @@
"Language packs from the game's files": "",
"Last build": "",
"Last launch test: {get} · furthest: {value}": "",
"late": "",
"Later": "",
"Launch log": "",
"Launch log · {title}": "",
@@ -559,19 +641,25 @@
"Lets games written for newer OpenXR versions run on the Frame.": "",
"Lets mixed-reality games start even though they insist on a camera view of your room.": "",
"Lets older Unity games start VR without Meta's system apps (they'd stay on a 2D screen).": "",
"Lets older Unreal games start VR although the converted VR plugin lacks a few functions they look for (e.g. Star Wars Pinball VR).": "",
"Lets SDL and LÖVE games start on the Frame (they'd crash looking for a clipboard).": "",
"Lets Team Beef ports (e.g. Lambda1VR) start on the Frame and use their Meta Quest setup.": "",
"Lets the game find content it keeps in separate files next to its data (e.g. Star Wars Tales' seasons).": "",
"Lets the game find language files (like de.lang) that are already in its data, instead of waiting for a download that never comes.": "",
"Lets typing reach this app: Steam's on-screen keyboard or your computer's keyboard (VR is unaffected).": "",
"Lets Unity games accept a headset that isn't a Quest.": "",
"Lets Unity start the graphics itself instead of Stress Level Zero's plugin, which crashes on the Frame (e.g. BONELAB 1.2974).": "",
"Lets Unreal games accept a headset that isn't a Quest.": "",
"Lets Unreal games accept a headset that isn't an Oculus Rift.": "",
"Lets you read logs/attach. Some Unreal games abort under CheckJNI when debuggable; the Frame 'nodebug' fix undoes it.": "",
"Lets you type into this app's text fields on the Frame (they'd close at once).": "",
"Library": "",
"Link": "",
"Linux": "",
"Linux app": "",
"Linux app (arm64)": "",
"Linux build": "",
"Linux builds must be made for arm64 (x86_64 builds run through translation, slower).": "",
"Linux VR app · OpenXR": "",
"Live": "",
"Live view": "",
@@ -579,11 +667,13 @@
"Loads FramePort's OpenXR layer under Proton on the Frame. The Frame's SteamVR runtime only accepts OpenXR 1.0 apps, but Proton's VR helper asks for 1.1, so without the layer VR never starts (the game shows as a flat window, or Revive fails with 'Unable to load LibOVRRT DLL'); the layer retries as 1.0. It also emulates xrConvertTimespecTimeToTimeKHR if a runtime refuses it. Ignored on this PC.": "",
"Loads libglshim.so ahead of libEGL in every engine library that fetches GL through eglGetProcAddress. Fixes Quest-only leniency that Mesa/Zink rejects: #pragma before #extension, implicit int/float conversions (enables GL_EXT_shader_implicit_conversions), and multiview shaders used on single-view framebuffers (hides GL_OVR_multiview; gl_hide_multiview=0 turns that off). Logs every failed shader with its source lines (logcat tag GLShim). Symptom: black screen with working audio in a GLES game.": "",
"Loads the GL shim into a Unity GLES game and hides GL_EXT_multisampled_render_to_texture (and the multiview variant). Some Unity games switch their eye buffer to 4x MSAA at runtime; the Frame only gives single-sampled swapchains, Unity then renders through multisampled render-to-texture and Mesa/Zink crashes (SIGSEGV in libgallium_dri.so on the render thread: grey or frozen screen, e.g. The Room VR). Hidden, Unity uses an ordinary MSAA buffer and resolves it. Unity's multiview stays on (gl_hide_multiview defaults to 0 here).": "",
"Loads the GL shim into an Unreal GLES game and hides GL_EXT_multisampled_render_to_texture. Unreal's mobile MSAA renders through multisampled render-to-texture, and the Frame's GL driver (Mesa/Zink) can crash on it: SIGSEGV with fault address 0x10000 in libgallium_dri.so on the RHIThread a few seconds after start (Zink looks up a render-pass cache slot past its end, e.g. Star Wars Pinball VR). Hidden, Unreal renders without that path. Unreal's multiview stays on: Unreal only uses it when GL_OVR_multiview_multisampled_render_to_texture is listed too, so for Unreal the shim keeps that one visible and draws its multiview MSAA attachments single-sampled (glFramebufferTextureMultiviewOVR).": "",
"Locations": "",
"Logo": "",
"Logs details for debugging: composition layers and swapchains, focus changes, play-space creation, pointer vs grip poses, refresh rates. No effect on the game.": "",
"Logs every Meta Platform SDK request the game makes (user, entitlement, cloud saves, ...) and the messages that answer them, and every 10 s the requests that never got an answer (logcat tag fp_ovrtrace, in launch.log). For games that wait forever on a loading screen (e.g. Vader Immortal after its intro). Changes nothing: every call goes to the real function.": "",
"Longer for headsets that briefly think they're off your head.": "",
"Looking for drives…": "",
"Looking for Frames on your network…": "",
"Looking for the Frame on a USB cable (Developer Mode on, USB-C port connected to this computer).": "",
"Looking for your Frame…": "",
@@ -602,6 +692,8 @@
"Marks the game as a VR app so headsets show it as one.": "",
"Maximum": "",
"Maximum size in pixels of each face of the cube the 360° image is converted to (256–2730). Higher is sharper but uses more GPU memory.": "",
"Memory": "",
"Memory in use by everything on the Frame. \"Waiting\" is the share of time programs had to wait for memory in the last 10 s: when it climbs, the Frame is running out and may freeze or close a game.": "",
"Menus and screens": "",
"Meta Quest": "",
"Meta XR Audio: skip Quest telemetry class": "",
@@ -613,7 +705,14 @@
"Mirrored": "",
"Mixed reality": "",
"Mixed-reality games that build their level from your room get a simple room with walls.": "",
"Modem": "",
"Monitor": "",
"Monitor is using {pct} % of the Frame's CPU": "",
"More actions": "",
"Move": "",
"Move to…": "",
"Move {title} to {label}": "",
"Move {title} to…": "",
"Moves where the pointer starts, forward or back.": "",
"Moves where the pointing ray starts forward (+) or back (−).": "",
"Multiplies the recommended eye-buffer width and height (0.5–2.0). 1.5 ≈ 2.25× pixels.": "",
@@ -623,26 +722,32 @@
"Needed by another patch": "",
"Needs the Oculus Platform (Meta Horizon app) for its license check, which the Frame doesn't have — it crashes at startup there. Play it on this PC.": "",
"Needs Windows (or WSL on Windows)": "",
"Network": "",
"Neutralises Meta XR Audio's Quest-only calls (Unity/Wwise).": "",
"never": "",
"New config applied: use Update on Frame to install it": "",
"New folder": "",
"New folder…": "",
"New Frame? Run one command on it and FramePort does the rest. Did this once already? Your Frame appears under step 2.": "",
"New games go to {label}": "",
"New name": "",
"Next": "",
"No": "",
"No activity": "",
"no answer from the Frame": "",
"No artwork could be downloaded from that {source} result; the current artwork stays. Try another one.": "",
"no checksum": "",
"No dev build is published right now": "",
"No folders to rescan yet: add games with Scan a folder": "",
"No Frame is connected: the game is added to your library now and installs once the Frame is connected.": "",
"No FramePort game is running. Start one in the headset or with Play, or switch the filter to see everything on the Frame.": "",
"No Frames found. New Frame? Use first-time setup (step 1). Otherwise make sure Developer Mode is on (Settings → System → Developer) and the Frame is on the same network.": "",
"No games found in that folder": "",
"No limit": "",
"No matching files": "",
"No new games in {name}": "",
"No notes.": "",
"No process matches.": "",
"No release notes.": "",
"No screenshots yet": "",
"No Unreal crash reporter": "",
@@ -652,14 +757,18 @@
"None": "",
"None found": "",
"Normal": "",
"Not connected: {error}": "",
"Not enough space on the Frame": "",
"Not enough space on the Frame ({detail}). Remove games you don't play or use Free up space on the Steam Frame page.": "",
"Not from a FramePort game": "",
"Not installed": "",
"Not needed in the last build, OVRPort fixed it itself: {names}": "",
"Not needed in the last build: OVRPort fixed this itself.": "",
"Not now": "",
"Not offered by Steam on this Frame yet": "",
"Not recommended: breaks games that load VrApi through OVRPlugin.": "",
"Not set up": "",
"Not set up yet (FramePort registers itself when it starts).": "",
"Not streaming": "",
"Not verified on many games yet: try it if the game doesn't work without it.": "",
"Notes (what you checked, known issues)": "",
@@ -669,13 +778,16 @@
"Nothing running. Installs, launch tests and downloads show up here.": "",
"Nothing to install": "",
"Nothing to install on the Frame — those Oculus games need PC mode (SteamVR + Revive).": "",
"Nothing to install: add the games' .obb files first": "",
"Nothing to patch: it runs as is.": "",
"Now {scale:.0%}.": "",
"Now {scale:.0%}. Changes apply the next time FramePort starts.": "",
"Now {scale:.0%}; {new:.0%} after restarting FramePort.": "",
"NPU": "",
"Oculus game — needs Revive, which doesn't run on the Frame. Play it on this PC (SteamVR).": "",
"Oculus OS telemetry class stubs": "",
"Oculus XR Plugin games render both eyes in one pass (multiview) on Android. If one eye shows only effects or grey (e.g. I Am Cat), rendering each eye in its own pass can fix it, at some GPU cost. Rewrites OculusSettings.GetStereoRenderingMode and its inlined read in OculusLoader.Initialize -> MultiPass in libil2cpp.so (found with Cpp2IL). Try it when one eye is wrong.": "",
"Off: these links open whatever app is set up for them, if any.": "",
"off: {names}": "",
"Offline": "",
"Older workaround for upside-down quads: rotates them 180° (quads are single-sided; prefer flip_emul).": "",
@@ -691,10 +803,15 @@
"One PC VR game folder": "",
"Only if 360° pictures show wrongly.": "",
"Only if 360° pictures show wrongly: 1 = upside down, 2 = mirrored, 4 = turned around (add values to combine).": "",
"Only install software from sites you trust. FramePort downloads it from {host} and installs it on your Frame.": "",
"Only internal storage": "",
"Open": "",
"Open \"Install with FrameDrop\" buttons (framedrop:// links) in FramePort": "",
"Open frameport:// links in FramePort": "",
"Open game": "",
"Open GitHub issue": "",
"Open viewer": "",
"Open {scheme}:// links with FramePort?": "",
"OpenGL ES games run on the Frame through Zink (OpenGL on top of Vulkan), which is stricter than Quest drivers. Vulkan games run natively.": "",
"Opens a prefilled GitHub issue with this game's recipe, so it can join the built-in catalog (no account token needed; you review and submit it on GitHub). No game files or personal data are sent.": "",
"Opens the app straight in VR, skipping its flat launcher screen (turn off to use the launcher, e.g. to import new content).": "",
@@ -703,6 +820,8 @@
"OR": "",
"Or paste text to type it in one go": "",
"Or turn on Developer Mode on the Frame (Settings → System → Developer): it then shows up under step 2. Open Settings → Developer → Pair new host on the Frame, click Connect there and approve FramePort. That way needs no connection into this computer.": "",
"Other": "",
"other file": "",
"Override the guardian depth (0 = use guardian, min 1.5 m).": "",
"Override the guardian width (0 = use guardian, min 1.5 m).": "",
"OVRPort converts Quest games from Meta's own VR APIs to standard OpenXR. These are its optional patches.": "",
@@ -716,6 +835,7 @@
"Package": "",
"Pairing: on the Frame open Settings → Developer → Pair new host, then approve FramePort.": "",
"Password (first time only)": "",
"Paste the address of an \"Install with FrameDrop\" button (right-click it → Copy link), a FramePort or FrameDrop manifest (.json) or a direct link to an APK, a Linux build (.zip) or a Windows program (.exe).": "",
"Patch Meta XR Audio": "",
"Patch Oculus detection for Unity": "",
"Patch Oculus detection for Unreal": "",
@@ -724,6 +844,8 @@
"Patches every game of this kind gets (on by default). Customize lists them all.": "",
"Patches for what the Frame's runtime does differently from a Quest (graphics formats, missing OpenXR extensions, Lepton's launcher requirements).": "",
"Patches that can't matter for this game (wrong engine or API) are hidden. Show them to force one on anyway.": "",
"Pause": "",
"Paused": "",
"Paused: Frame battery low, plug it in": "",
"Paused: waiting for your Frame": "",
"PC VR": "",
@@ -732,6 +854,7 @@
"PC VR games (Proton)": "",
"PC VR games can run on this PC only with Windows (or WSL on Windows)": "",
"PC VR games on this PC run through SteamVR, so a headset connected to this PC works with them.": "",
"PC VR via Proton": "",
"PC VR · Oculus": "",
"PC VR · Proton": "",
"PC VR —": "",
@@ -743,6 +866,7 @@
"Picture": "",
"pictures for the Steam library": "",
"Pictures you took in the headset (Steam screenshots on the Frame)": "",
"PID": "",
"Platform compat (ovrMessageType_ToString)": "",
"Play on Frame": "",
"Play on this PC": "",
@@ -753,11 +877,16 @@
"Pointer start": "",
"Pointer turn": "",
"Points Oculus games at Revive on the Frame.": "",
"Pose time diagnostics (log)": "",
"Poses a game asks for at a CLOCK_MONOTONIC time, or more than 0.5 s before the frame's display time, are located at the same moment in the runtime's time (or now). Meta's OVRPlugin passes the monotonic clock on as the OpenXR time, which on the Frame runs seconds behind the runtime's clock, so its \"now\" poses (Unity's physics step, controller poses) came from the past: hands trailing the controllers (e.g. BattleSisters, Sniper Elite VR).": "",
"Power": "",
"Power ICs": "",
"Prepare {title}": "",
"Pretend room layout": "",
"Prevents a start-up crash in some Unreal games.": "",
"Previous": "",
"Problems and feedback": "",
"Processes": "",
"Program": "",
"Proton couldn't run a test program (see the log)": "",
"Proton debug log (Frame)": "",
@@ -772,6 +901,7 @@
"Puts settings files next to the game on the Frame (e.g. to turn off an unsupported effect).": "",
"Quality": "",
"Quest": "",
"Quest game": "",
"Quest games (Lepton)": "",
"Quest ✓": "",
"Quest ✓: Lepton is installed, so Quest games can run. PC VR ✓: Proton is installed, so PC VR games can run on the Frame.": "",
@@ -812,6 +942,7 @@
"Remove VrApi library": "",
"Remove XR_KHR_composition_layer_depth chains (diagnostic).": "",
"Remove {title} from the library?": "",
"Removed from Desktop Mode": "",
"Removed the converted copies ({size})": "",
"Removed {title}": "",
"Removed {title} and deleted its files on this PC ({size})": "",
@@ -863,6 +994,9 @@
"Room width": "",
"Rotate quads 180°": "",
"Routes OVRPlugin through FramePort's extension shim, which turns Meta's amplitude-envelope vibrations into plain ones: OVRPort's loader reads their nanosecond duration as seconds and allocates gigabytes, freezing the Frame when the game vibrates a controller (e.g. Lucky's Tale's save slots, GitHub #9). Needs a rebuild.": "",
"Running": "",
"running for {t}": "",
"Running now": "",
"Runs directly — no Revive needed": "",
"Runs natively on SteamOS, started from the Frame's Steam library": "",
"Runs Oculus PC games on OpenXR": "",
@@ -890,6 +1024,7 @@
"Search": "",
"Search again": "",
"Search games and tags": "",
"Search name, PID or game": "",
"Search the stores instead": "",
"Searched a moment ago.": "",
"Searching…": "",
@@ -914,8 +1049,11 @@
"Show 360° backgrounds and videos": "",
"Show advanced settings": "",
"Show all patches ({len} don't apply to this game)": "",
"Show as VR or as a flat window": "",
"Show curved menus and screens": "",
"Show details": "",
"Show hidden files": "",
"Show its processes": "",
"Show less": "",
"Show log": "",
"Show more": "",
@@ -927,6 +1065,7 @@
"Show technical details (patch ids, exact effects, parameters)": "",
"Show the app's Android window (for typing)": "",
"Show video panels": "",
"Showing the top {shown} of {n} rows: search to find others.": "",
"Showing {len} of {n}": "",
"Shows 3D 360° pictures flat if they look doubled.": "",
"Shows the Frame's cameras where the game expects passthrough.": "",
@@ -944,7 +1083,10 @@
"Skips a Quest-only reporting step in Meta's audio library that crashes some games.": "",
"Skips Meta XR Audio's telemetry under x86_64 ARM translation (emulators). Not needed on the Frame, which runs games natively.": "",
"Sleep": "",
"software encoder": "",
"Some apps open a flat Android launcher that then starts a separate VR activity (e.g. WiiCompiled). Shown with Lepton's flat window, that window stays in view after the VR part starts. This makes the VR activity the one Lepton starts (its LAUNCHER category), so the app opens in VR with no flat window. Everything only the launcher does (choosing or importing content) is skipped: turn it off for a run when you need the launcher, and turn off \"Show the app's Android window\".": "",
"Some developers put an \"Install with FrameDrop\" button on their site (the protocol of the FrameDrop sideloader). FramePort reads the same links: it shows what the link offers, asks, downloads it, adds it to your library and installs it on the Frame. Only https links to public servers are used. Windows and Linux open these links in FramePort; on macOS, paste the link into Add games → Install from a link….": "",
"Some engines contain assembly (e.g. OpenSSL's) that checks a return-address signature it never made. The Quest's CPU ignores those checks, the Steam Frame's enforces them: the game crashes with SIGILL as soon as it uses that code, e.g. on its first network connection (Star Wars Pinball VR). In a library with unpaired checks, the signing and checking instructions become no-ops.": "",
"Some engines leave the pNext of unused Vulkan attachment references uninitialized. The Frame's driver never reads it, but Lepton always loads Steam's Fossilize shader-cache layer, which follows it and crashes on the first frame (SIGSEGV in libVkLayer_fossilize.so from FVulkanRenderPass, e.g. Deadpool VR). Loads Vulkan through a small shim that keeps valid pointers and drops only unreadable ones or ones pointing at the wrong structure type. It also drops a depth resolve named in a subpass without a depth attachment, which crashes the Frame's driver at the first render pass (e.g. Metro Awakening).": "",
"Some game folders are already set up for SteamVR: a Revive copy (LibRevive64.dll) next to the game, started by a small loader DLL (e.g. xinput1_3.dll) that Windows loads from the game's folder. Then FramePort starts the game program directly — like double-clicking it — instead of through its own Revive (two Revives conflict; e.g. the Oculus Platform check then fails). On the Frame, Wine is told to use those loader DLLs from the game folder instead of its own.": "",
"Some games keep content in separate files next to their OBB (e.g. Star Wars: Tales from the Galaxy's Edge: its seasons and sound banks) and ask Meta's platform for them as asset files. OVRPort's platform loader doesn't know them, so the game waits for content that never arrives (black screen after loading). Lists the content files shipped with the game's data (*.pak) as installed and answers their download request at once with the file's path; nothing is copied or downloaded. Shares the language-pack library.": "",
@@ -973,6 +1115,7 @@
"Steadier head tracking": "",
"Steady controller input after focus": "",
"Steam": "",
"Steam & SteamVR": "",
"Steam for Windows not found": "",
"Steam Frame": "",
"Steam Frame patches": "",
@@ -984,7 +1127,9 @@
"Stop": "",
"Stop objects popping in and out": "",
"Stopped: {why}": "",
"Stops a crash a few seconds after start in Unreal games whose anti-aliasing the Frame's graphics driver can't handle (e.g. Star Wars Pinball VR).": "",
"Stops a crash a few seconds after the logo in games with voice chat.": "",
"Stops a crash on the Frame's CPU in games whose code has unpaired security checks the Quest ignores (e.g. Star Wars Pinball VR's first network connection).": "",
"Stops a grey or frozen screen in Unity games that turn on anti-aliasing while running (e.g. The Room VR).": "",
"Stops a grey screen crash in some Unity games by skipping their overlay layers (e.g. The Room VR's screen fades).": "",
"Stops Meta's audio library from reporting to Meta (only matters on PC emulators).": "",
@@ -992,11 +1137,14 @@
"Stops some Unreal games from closing themselves right after starting.": "",
"Stops strict debugging checks that make some games quit.": "",
"Stops Unreal's crash reporter, which can block the game from starting.": "",
"Storage": "",
"Store details for {n} game": [
"",
""
],
"Store details: {title}": "",
"Stress Level Zero's graphics plugin (libSLZQuestNative.so, e.g. BONELAB 1.2974) hooks Unity's Vulkan start-up and its texture samplers. On the Frame the hook calls an invalid function while Vulkan starts, and the game crashes or hangs before the first frame. The plugin's two hooks are switched off, so Unity starts Vulkan itself. Its pipeline cache isn't used: the first start spends about half a minute prewarming shaders.": "",
"Stress Level Zero: let Unity start Vulkan itself": "",
"Strip depth layers": "",
"Stub missing Meta platform functions": "",
"Suggested after a launch test": "",
@@ -1004,6 +1152,7 @@
"Suggested for this game": "",
"Swap eyes": "",
"Swap left/right views (diagnostic).": "",
"swap {n}": "",
"Swapchain format fallback": "",
"Swaps in an OpenXR OVRPlugin for games that use VrApi through OVRPlugin (older Unity/Unreal).": "",
"Switch Frame…": "",
@@ -1013,6 +1162,8 @@
"tall, 600 × 900": "",
"Team Beef ports: treat the Frame as a Meta headset": "",
"Team Beef's ports (e.g. Lambda1VR, RTCWQuest) load an OpenXR library named after the headset maker and pick their VR setup by maker; for \"valve\" they stop at start (libopenxr_loader_valve.so not found) or take the Pico path. Adds that library and lets them take the Meta path.": "",
"Temperature": "",
"Temperatures and fan": "",
"Test": "",
"Test Proton on the Frame": "",
"Text and layout size": "",
@@ -1023,6 +1174,10 @@
"The CPU types the game ships code for. The Frame runs only 64-bit ARM (arm64-v8a); 32-bit-only games can't run on it.": "",
"The download didn't finish. Check your internet connection.": "",
"The first picture takes a few seconds.": "",
"The Frame can't keep up at this quality: {n} frame dropped in the last 10 seconds. Choose a lower quality for a smoother picture.": [
"",
""
],
"The Frame can't show curved panels; this shows them as gently bent strips.": "",
"The Frame goes to sleep in a few seconds. Wake it with its power button.": "",
"The Frame goes to sleep now.": "",
@@ -1038,35 +1193,47 @@
"The Frame went offline: {exc}": "",
"The Frame's battery is at {pct} % and not charging. Plug it in (a strong charger, not a PC port): long installs can drain it, and FramePort pauses them at {pause} %.": "",
"The Frame's battery is at {pct} %: installs paused so it doesn't switch off mid-upload. Plug it in; the queue continues by itself.": "",
"The Frame's CPU is arm64. Programs built for x86_64 PCs run through FEX, Valve's x86 translator, with the x86 libraries SteamOS ships for it (glibc, Mesa) - the way Steam on the Frame runs x86 Linux games. That works for many programs but is slower: use an arm64 build when there is one.": "",
"The Frame's desktop password, only needed the first time so FramePort can add its own key. After that it connects with the key.": "",
"The Frame's Steam couldn't start {title} (Steam error {code}). Please send a problem report so we can see why.": "",
"The Frame's Steam didn't accept {title}'s library entry, so FramePort added it as \"Devkit Game: …\" instead. Starting it now — put the headset on.": "",
"The Frame's Steam library still shows the old artwork.": "",
"the game didn't pass its checks (see the list above)": "",
"The game is closed the way Steam's Exit game does it; if it doesn't stop, FramePort stops it. Progress that the game hasn't saved is lost.": "",
"the installed game (APK and its data)": "",
"The launch settings changed since it was installed: update the Steam shortcut": "",
"The live view can start once FramePort is connected to the Frame.": "",
"the log of the last start": "",
"The monitor isn't connected.": "",
"The monitor shows your Frame's games, load, temperatures and battery live once FramePort is connected to it.": "",
"the other app": "",
"The PC VR counterpart of OVRPort's 'Patch Oculus detection for Unreal'. Unreal's Oculus plugin only starts when the Oculus service announces a headset (the Windows event 'OculusHMDConnected'); without it the game runs as a flat window. On the Frame the launcher runs the game through FramePort's small helper (fp_oculushmd.exe) that provides that event while the game runs, instead of relying only on Revive's hook of the check. Ignored on this PC (the Oculus app or Revive handle it there).": "",
"The picture opens in your default web browser, where it plays smoothly and can go full screen. It shows the headset's view with its sound (click Sound on in the player) whatever is running: Steam's menus, SteamVR or a game; while the headset sleeps the picture is black and updates about once a second. Streaming costs the Frame a little performance; stop it when you're done.": "",
"The picture opens in your default web browser, where it plays smoothly and can go full screen. It shows the headset's view with its sound (click Sound on in the player) whatever is running: Steam's menus, SteamVR or a game; while the headset sleeps the picture is black and updates about once a second. The Frame's hardware video encoder does the work (if it isn't available, the processor does, which costs a game more); stop the stream when you're done.": "",
"the previous version, kept for one rollback": "",
"The repack's own Revive · runs the game directly": "",
"The small helper program FramePort runs on the Frame (installs, launch tests, Steam entries). It comes with this app and is replaced on the Frame automatically whenever it differs.": "",
"The time the Frame spends collecting these numbers": "",
"The upload to the Frame was damaged on the way. Try again (a cable or the Frame's hotspot is more reliable than a busy Wi-Fi).": "",
"The VR runtime games talk to. On the Frame that's SteamVR.": "",
"These games can't run on the Steam Frame": "",
"These games check their Oculus license": "",
"These games keep their content in a data file (.obb), and none was found next to their APK. Without it they hang at start. Put the .obb files in a folder named like the game's package (or obb/) next to the APK and add the folder again. Tick any you still want to install.": "",
"These installs need about {need} on the Frame, and it has {free} free. Remove games you don't play (or use Free up space on the Steam Frame page), or install fewer at once.": "",
"These links open FramePort.": "",
"These links will open FramePort instead of {app}. You can switch back in {app}, or by turning this setting off.": "",
"They are deleted on the Frame and can't be restored. Steam's own screenshot list may still show them until Steam restarts.": "",
"They are part of Steam, SteamVR or the desktop: the headset view or Steam may restart, and anything running in the headset may stop.": "",
"They use the Oculus Platform SDK, which comes with the Meta Horizon (Oculus) app — it isn't installed on this PC, so they may quit right after starting. FramePort doesn't change how a game checks its license. Untick the ones you'd rather skip.": "",
"They use the Oculus Platform SDK, which comes with the Meta Horizon (Oculus) app. It doesn't exist on the Steam Frame, so there they crash right at startup (seen with Robo Recall, Lies Beneath and Lone Echo) — play them on this PC. Tick any you still want to try on the Frame.": "",
"They're Oculus games that need Revive to reach VR, and Revive can't run on the Frame. Play them on this PC instead (Install on this PC — SteamVR + Revive). Tick any you still want to put on the Frame to experiment (they'll likely run flat or crash).": "",
"This app looks like a website in an Android wrapper: it opens the site in Meta's browser, which the Frame doesn't have. If nothing opens, use the website in a browser instead.": "",
"This computer's keyboard works as a keyboard on your Frame while this tab is open. In the headset, select a text field (in a game or app, in Steam or on the desktop), then type here.": "",
"This deletes the {what} on the Frame. It can't be undone.": "",
"This folder is empty. Upload files with the buttons above.": "",
"This Frame isn't set up for FramePort yet. Run the first-time setup: Steam Frame → Show setup command.": "",
"This game can't run on the Steam Frame.": "",
"This game is marked \"Can't run\" on the Steam Frame:": "",
"This game's data file (.obb) wasn't found next to the APK. Put the .obb files in a folder named {package} (or obb/) next to the APK and add the folder again; without it the game hangs at start.": "",
"This game's folder has several programs and FramePort isn't sure which one starts the game. Open the game (or right-click → Change executable) to pick it.": "",
"this PC": "",
"This PC (for PC VR games)": "",
@@ -1074,6 +1241,7 @@
"This PC's disk is full. Free some space and try again.": "",
"This removes:": "",
"This source checkout has uncommitted changes: commit or stash them, then update": "",
"This system can't send web links to FramePort: use Add games → Install from a link…": "",
"Tilts the controllers' pointing ray up (+) or down (−), for games whose pointer doesn't hit what you aim at.": "",
"To finish, close FramePort and delete its program folder.": "",
"Today": "",
@@ -1119,7 +1287,11 @@
"Uninstall. ": "",
"Uninstalled {title}": "",
"Uninstalled {title} and deleted its files on this PC ({size})": "",
"Unity's built-in Oculus support (Unity 2017–2019) only starts VR when Android has Meta's com.oculus.systemactivities package; without it the game runs as a 2D app (the Android home screen or a black window, e.g. Accounting+, BattleSisters). Points that package name in libunity.so at \"android\", which always exists. Games on Unity's built-in VR (2017–2018, and 2019 without the Oculus XR Plugin) also get the frame wait their legacy frame loop never makes (libfp_ovrp.so calls ovrp_WaitToBeginFrame before ovrp_Update2; without it no frame starts, the dashboard freezes or the GPU hangs). The shim also counts a newly pressed trigger or A/B/X/Y as a mouse click (Input.GetMouseButtonDown), which Go-era screens wait for (e.g. Accounting+'s motion warning) and which Lepton never delivers.": "",
"Unity frame loop: keep display-time poses": "",
"Unity frame loop: wait for skipped frames": "",
"Unity's built-in Oculus frame loop (frame.unity_oculus_check): before each frame wait, wait up to 50 ms for the last waited frame to begin and skip the wait if it doesn't. Fixes a freeze at the first scene switch (e.g. Sniper Elite VR); in other games it can make loading screens stutter.": "",
"Unity's built-in Oculus frame loop (frame.unity_oculus_check): don't pass Unity's physics-step pose update on, so the hands use the frame's display-time poses. Fixes hands trailing the controllers in some games (e.g. Sniper Elite VR); in others it makes the hands lag (e.g. BattleSisters).": "",
"Unity's built-in Oculus support (Unity 2017–2019) only starts VR when Android has Meta's com.oculus.systemactivities package; without it the game runs as a 2D app (the Android home screen or a black window, e.g. Accounting+, BattleSisters). Points that package name in libunity.so at \"android\", which always exists. Games on Unity's built-in VR (2017–2018, and 2019 without the Oculus XR Plugin) also get the frame wait their legacy frame loop never makes (libfp_ovrp.so calls ovrp_WaitToBeginFrame before ovrp_Update2; without it no frame starts, the dashboard freezes or the GPU hangs). Per game, the settings ovrp_begin_gate (a freeze at the first scene switch) and ovrp_hold_physics (hands trailing the controllers) switch on two more frame-loop fixes (e.g. Sniper Elite VR). The shim also counts a newly pressed trigger or A/B/X/Y as a mouse click (Input.GetMouseButtonDown), which Go-era screens wait for (e.g. Accounting+'s motion warning) and which Lepton never delivers.": "",
"Unity's Oculus XR Plugin asks OVRPlugin whether the headset is worn; on the Frame the answer turns to \"not worn\" a few seconds after start. Games that only move the player while the headset is worn then show a frozen body with no head tracking and no controls (e.g. BONELAB). Reports the headset as worn; taking it off still pauses the game through the session's focus.": "",
"Unity's TMP_InputField / InputField wait for Android's on-screen keyboard and close themselves a frame later when there is none (Lepton has no on-screen keyboard; Meta's system keyboard does this on a Quest), so a selected text field only flashes a caret. Rewrites TouchScreenKeyboardShouldBeUsed -> false and isKeyboardUsingEvents (TMP) / InPlaceEditing (uGUI) -> true in libil2cpp.so, found per game with Cpp2IL (downloaded on first use), so fields stay selected and take key presses: Steam's keyboard (with \"Show the app window\") or Type on Frame from the PC.": "",
"Unity: disable MSAA": "",
@@ -1129,8 +1301,11 @@
"Unity: skip OVROverlay layers (fades, splash screens)": "",
"Unity: start VR without Meta's system apps": "",
"Unknown date": "",
"Unpaired pointer-authentication checks": "",
"Unreal builds of Meta XR Audio abort ('ClassNotFoundException com.oculus.os.AnalyticsEvent') on non-Quest devices. Patches that one JNI FindClass call so the library continues (e.g. NOPE Challenge).": "",
"Unreal games start CrashReportClient when they crash, which leaves a crash dialog instead of simply closing. This passes -nocrashreports to the game and, on the Frame, renames the game's copy of CrashReportClient.exe so it can't start (your game files on this PC aren't changed).": "",
"Unreal's Oculus module looks up every OVRPlugin function it was built against and starts no VR when one is missing; OVRPort's OpenXR OVRPlugin lacks some old ones (e.g. ovrp_GetPTWNear, which Unreal 4.25 builds like Star Wars Pinball VR look up). The game then never starts an OpenXR session and crashes a few seconds in. Adds a generated library to libOVRPlugin.so with a stand-in for each missing function that reports failure (ovrpFailure), so Unreal's Oculus support starts. The functions OVRPort has are untouched.": "",
"Unreal: stand-ins for OVRPlugin functions OVRPort lacks": "",
"Untested": "",
"Update all": "",
"Update all ({updates})": "",
@@ -1162,6 +1337,8 @@
"Upside down": "",
"Upside down and mirrored": "",
"Use controllers": "",
"Use FramePort": "",
"Use FramePort for these links": "",
"Use tags to group and filter your library": "",
"Use the new config": "",
"Use the repack's launcher (bundled Revive)": "",
@@ -1205,12 +1382,17 @@
"Waiting for the Frame": "",
"Waiting for your Frame": "",
"Waiting for your Frame… (code {code})": "",
"waiting {pct} %": "",
"Watch what the headset shows, in a window on this PC": "",
"Welcome to FramePort": "",
"What FramePort will do": "",
"What happens? (optional: you can also write it on GitHub)": "",
"What the whole Frame draws right now (its main power rail), with the share of the CPU and the graphics chip. Higher power means more heat and a shorter battery.": "",
"What your Frame is doing right now": "",
"What's new": "",
"Where it's installed": "",
"Where new games go on the Frame: its internal storage or another drive, such as a microSD card (in a FramePort folder on it). Games you installed already stay where they are; move one with right-click → Move to…. The launcher and Steam entry always stay on internal storage. Drives formatted as FAT, exFAT or NTFS can't hold games (Android and Proton need Linux file permissions): format the card in SteamOS first.": "",
"Where the power goes": "",
"Where this game's recipe came from: catalog (tested on a Frame), heuristics (suggested by FramePort) or user (changed by you).": "",
"Which program starts {get}?": "",
"Which Proton build runs the game on the Frame: the stable Proton (the default: smoother in our tests) or Proton Experimental (gets Valve's ARM64 fixes first; try it when a game doesn't start or runs badly). Also takes any compat tool name from the Frame's ARM64 list.": "",
@@ -1220,6 +1402,7 @@
"Windows": "",
"Windows game (Proton)": "",
"Windows not detected": "",
"Windows program": "",
"Windows treats this network as public and its firewall blocks the Frame. In Windows' network settings set this network to Private (or allow FramePort on public networks when Windows asks).": "",
"Windows' firewall for WSL blocks the Frame from reaching FramePort. Open the setup command again and allow the change when Windows asks (admin).": "",
"Windows' firewall for WSL blocks the Frame. Open the setup command again and allow the change when Windows asks (admin).": "",
@@ -1235,6 +1418,7 @@
"Writes config files into the game's Android/data/<package>/files/ on the Frame, to turn off engine features the Frame doesn't support (e.g. a CryEngine user.cfg with r_variable_rate_shading = 0, as The Climb 2 needs).": "",
"Writes liboverport.config.so with runtime options.": "",
"Writes the conversion's settings into the game.": "",
"x86_64: runs through FEX (x86 translation, slower; FramePort installs FEX on the Frame)": "",
"XR_FB_passthrough via ALPHA_BLEND (Frame greyscale cameras).": "",
"Yes": "",
"Yes: uses the Frame's OpenXR runtime": "",
@@ -1242,6 +1426,7 @@
"You already have the latest dev build ({version})": "",
"You have the latest version as of the last check ({when}).": "",
"You have {version}. {how}": "",
"You pasted a link to {name}.": "",
"Your copy is used as it is (only the Frame's copy gets launch patches)": "",
"Your custom recipe": "",
"your Frame": "",
@@ -1252,11 +1437,13 @@
"Your own artwork for {title}": "",
"Your own game files aren't touched.": "",
"Your own tags (filled) can be anything you like. Outlined tags are added automatically from the engine, VR API and store genres. Filter the library by either.": "",
"{app} opens these links on this PC.": "",
"{count} files · {human}": "",
"{count} on": "",
"{display_name} can be installed (about 1 GiB; Steam restarts once)": "",
"{display_name} installed": "",
"{display_name} is installed on your Frame": "",
"{fps} fps": "",
"{free:.0f} GiB free · {len} games installed": "",
"{get} is installed on this PC — launch it from your Steam library or the Play button (SteamVR starts with it)": "",
"{get} is installed on {where}, but the launch test needs a look": "",
@@ -1266,6 +1453,7 @@
"{human} · {files} files": "",
"{int} h ago": "",
"{int} min ago": "",
"{label} (not inserted)": "",
"{label} ({host}) isn't reachable. Make sure it's switched on and on the same network.": "",
"{label} removed for {title}.": "",
"{label} updated for {title}.": "",
@@ -1274,7 +1462,13 @@
"{len} selected": "",
"{message} The Frame's Steam library still shows the old art.": "",
"{n_pc} on this PC": "",
"{name} (PID {pid}) is asked to close.": "",
"{name} (PID {pid}) stops at once without saving anything.": "",
"{name} ended.": "",
"{name} is part of Steam, SteamVR or the desktop. Ending it can close the headset view or restart Steam, and anything running in the headset may stop.": "",
"{name} is still running.": "",
"{name} isn't a Linux app (an AppImage, a Linux program or a .zip/.tar archive)": "",
"{name}: waiting for your answer": "",
"{n} file": [
"",
""
@@ -1299,6 +1493,10 @@
"",
""
],
"{n} game was analyzed again for new fixes": [
"",
""
],
"{n} install didn't finish: {names}. What was already copied is kept, so resuming continues where it stopped.": [
"",
""
@@ -1316,6 +1514,9 @@
"",
""
],
"{n} of the {name} processes are still running.": "",
"{n} processes": "",
"{n} processes named {name} with the same parent are ended.": "",
"{n} screenshot": [
"",
""
@@ -1332,11 +1533,15 @@
"{on} on your Frame": "",
"{rate}/s": "",
"{remaining} more after this": "",
"{size:.1f} GiB free": "",
"{title} couldn't be added to the Frame's Steam library: {why}": "",
"{title} ended.": "",
"{title} failed: {error}": "",
"{title} is already running on the Frame — put the headset on": "",
"{title} is already starting — put the headset on": "",
"{title} is still running.": "",
"{title} isn't in the Frame's Steam library yet: adding it (Steam restarts once)": "",
"{title} moved to {label}": "",
"{title} will be in the Frame's Steam library when the game that's running is closed": "",
"{title} will be in the Frame's Steam library when you're back in Gaming Mode: start it from there": "",
"{title}: analyzed again": "",
@@ -1344,6 +1549,7 @@
"{title}: done": "",
"{title}: launch test {verdict} (furthest: {value})": "",
"{title}: Steam artwork updated on the Frame": "",
"{used} of {total}": "",
"{user}@{host} · {get} {get2} (build {get3})": "",
"{value:.0f} MiB": "",
"{value:.1f} GiB": "",
+1
View File
@@ -58,6 +58,7 @@ class InstallContext:
env: dict[str, str] # extra Lepton env exports
adapter_settings: dict[str, Any]
flatscreen: bool = False # show the app's Android window (Lepton's lepton-show-flatscreen) even for a VR app
display: str = "" # device.display_mode: "vr" / "flat" = the user's choice, "" = automatic (2D apps get a window)
class Patch:
@@ -0,0 +1,63 @@
"""Detects OVRPort's fix for the haptic-envelope bug, which makes `adapter.haptic_fix` unnecessary.
OVRPort's dispatcher (libopenxr_loader.so) turns XrHapticAmplitudeEnvelopeVibrationFB into 100 Hz samples. Runtimes
up to 3.4.3-23204ea used the envelope's duration (nanoseconds) as seconds when counting them: one vibration asked for
gigabytes (Lucky's Tale froze the Frame, BattleSisters was killed for 11 GB). Runtime 3.4.3-aa54c3f converts it first
(ovrport/app#73): right after the type check for the envelope (XR_TYPE_HAPTIC_AMPLITUDE_ENVELOPE_VIBRATION_FB =
1000173001) it builds the constant 1e9 (`count * 1e9 / duration` = samples per second), which the buggy code never
had. Verified in the headset with Lucky's Tale and haptic_fix off (2026-10-07). See patches/upstream.py.
"""
from __future__ import annotations
import struct
from ..upstream import UpstreamFix, code_words, constants, find_constant_load, lib_probe, register
DISPATCHER = "libopenxr_loader.so"
ENVELOPE_TYPE = 1000173001 # XR_TYPE_HAPTIC_AMPLITUDE_ENVELOPE_VIBRATION_FB
WINDOW = 48 # instructions after the type check that hold the sample count (the fix: 7 after it)
NS_PER_S = {struct.unpack("<Q", struct.pack("<d", v))[0] for v in (1e9, 1e-9)} | \
{struct.unpack("<I", struct.pack("<f", v))[0] for v in (1e9, 1e-9)}
def _literals(data: bytes, offsets: list[int], words: list[int]) -> list[int]:
"""Values loaded PC-relative (LDR literal: GP w/x, SIMD s/d) by the given instructions."""
out = []
for off, w in zip(offsets, words, strict=True):
if w & 0x3B000000 != 0x18000000: # LDR (literal), GP (V=0) or SIMD (V=1)
continue
size = {0: 4, 1: 8}.get(w >> 30) # opc: w / s = 4 bytes, x / d = 8 (q isn't a scalar constant)
if size is None:
continue
imm19 = (w >> 5) & 0x7FFFF
target = off + ((imm19 - (1 << 19)) if imm19 & (1 << 18) else imm19) * 4
if 0 <= target <= len(data) - size:
out.append(int.from_bytes(data[target:target + size], "little"))
return out
def envelope_duration_fixed(data: bytes) -> bool | None:
"""True when the dispatcher converts the envelope duration from nanoseconds (OVRPort's fix), False when its
envelope code has no such conversion (the bug), None when there's no envelope code to judge."""
code = list(code_words(data))
offsets, words = [o for o, _ in code], [w for _, w in code]
seen = False
start = 0
while (i := find_constant_load(words[start:], ENVELOPE_TYPE)) is not None:
i += start
seen = True
window = slice(i, i + WINDOW)
if NS_PER_S & set(constants(words[window])) or NS_PER_S & set(_literals(data, offsets[window], words[window])):
return True
start = i + 1
return False if seen else None
register(UpstreamFix(
id="ovrport.haptic_envelope",
workaround="adapter.haptic_fix",
title="OVRPort converts the vibration envelope's duration from nanoseconds",
upstream="ovrport/app#73 (runtime 3.4.3-aa54c3f)",
probe=lib_probe(DISPATCHER, envelope_duration_fixed),
tracker="#74",
))
+40 -7
View File
@@ -7,12 +7,16 @@ Walking Dead: Saints & Sinners Ch. 2) dereferences a NULL stream: SIGSEGV in lib
seconds after the logo. Meta's own library allows that order. The function is rewritten in place (same size) to return
0 while no stream is open and behave as before otherwise.
Upstream: Android-XR-Bridge/OVRPort#2, ovrport/app#73; tracked in GitHub #73 (drop this patch once fixed upstream).
Upstream: Android-XR-Bridge/OVRPort#2, ovrport/app#73; tracked in GitHub #73. OVRPort runtime 3.4.3-aa54c3f checks
the handle and the stream itself (returns 48000 without one): builds made with it leave this patch out
(`microphone_checked`, patches/upstream.py).
"""
from __future__ import annotations
from ...analysis import elf
from ..base import ApkContext, Patch, Suggestion, register
from ..upstream import UpstreamFix, lib_probe
from ..upstream import register as register_upstream_fix
LOADER = "libovrplatformloader.so"
FUNC = "ovr_Microphone_GetOutputBufferMaxSize"
@@ -31,9 +35,8 @@ 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 guard_microphone(data: bytes) -> bytes | None:
"""The loader with a NULL-stream check in ovr_Microphone_GetOutputBufferMaxSize, or None if the function isn't
OVRPort's unchecked 7-instruction version (already fixed, Meta's library, another OVRPort build)."""
def _function_offset(data: bytes, size: int) -> int | None:
"""File offset of FUNC in the loader (None: not an ELF, no such export, or shorter than `size` bytes)."""
try:
dynsym = elf._elf(data).get_section_by_name(".dynsym")
except Exception: # noqa: BLE001
@@ -41,9 +44,31 @@ def guard_microphone(data: bytes) -> bytes | None:
found = dynsym.get_symbol_by_name(FUNC) if dynsym is not None else None
if not found or not found[0]["st_value"]:
return None
vaddr = found[0]["st_value"]
off = elf.vaddr_to_offset(elf.load_segments(data), vaddr)
if off is None or off + 28 > len(data):
off = elf.vaddr_to_offset(elf.load_segments(data), found[0]["st_value"])
return off if off is not None and off + size <= len(data) else None
def microphone_checked(data: bytes) -> bool | None:
"""True when OVRPort's GetOutputBufferMaxSize tests something (a cbz/cbnz) before its first call, as the fixed
runtime does; False when it is the unchecked version this patch rewrites; None when it can't tell."""
if guard_microphone(data) is not None:
return False
off = _function_offset(data, 48)
if off is None:
return None
for word in _words(data, off, 12):
if word & BL_MASK == BL:
return None
if word & 0x7E000000 == 0x34000000: # CBZ / CBNZ (32 or 64 bit)
return True
return None
def guard_microphone(data: bytes) -> bytes | None:
"""The loader with a NULL-stream check in ovr_Microphone_GetOutputBufferMaxSize, or None if the function isn't
OVRPort's unchecked 7-instruction version (already fixed, Meta's library, another OVRPort build)."""
off = _function_offset(data, 28)
if off is None:
return None
w = _words(data, off, 7)
if w[:3] != [STP, MOV_FP, LDR_STREAM] or w[3] & BL_MASK != BL or w[4:] != [SXTW, LDP, RET]:
@@ -88,3 +113,11 @@ class OvrMicrophone(Patch):
register(OvrMicrophone)
register_upstream_fix(UpstreamFix(
id="ovrport.microphone_stream",
workaround=OvrMicrophone.id,
title="OVRPort checks for an unopened microphone stream",
upstream="ovrport/app#73 (runtime 3.4.3-aa54c3f)",
probe=lib_probe(LOADER, microphone_checked),
tracker="#73",
))
+99
View File
@@ -0,0 +1,99 @@
"""Unpaired pointer-authentication hints (PAC) in a game's native libraries.
paciasp signs the return address on function entry and autiasp checks it before returning. Both are HINT
instructions: CPUs without pointer authentication (the Quest's) execute them as NOPs, the Steam Frame's CPU checks
them and raises SIGILL (ILL_ILLOPN at an autiasp) when a check fails. Some OpenSSL ARMv8 assembly built into game
engines has an autiasp without the matching paciasp (e.g. Star Wars Pinball VR's libUE4.so: 38 paciasp, 40 autiasp,
the crash in the Poly1305 NEON code on Unreal's HttpManager thread), so the game dies as soon as it opens a TLS
connection. Only libraries whose PAC hints come from hand-written assembly are changed: compiler-protected code
signs almost every function and has several autiasp per paciasp where a function has several returns (OVRPort's
libopenxr_loader_generic.so: 1084 paciasp, 1114 autiasp, 7092 ret; stripping it hung OVRPlugin's start-up), while an
engine without branch protection has a few dozen hints among hundreds of thousands of returns (libUE4.so: 38 among
342581). So a library is changed when its counts differ and its paciasp are under 0.2 % of its ret instructions; then
every paciasp/autiasp becomes a NOP (the same 4 bytes in place) and the code behaves as on the Quest. The combined
forms (retaa/retab, pacibsp/autibsp) aren't touched; a library using them is left alone."""
from __future__ import annotations
from ...analysis import elf
from ..base import ApkContext, Patch, register
PACIASP = (0xD503233F).to_bytes(4, "little")
AUTIASP = (0xD50323BF).to_bytes(4, "little")
NOP = (0xD503201F).to_bytes(4, "little")
RET = (0xD65F03C0).to_bytes(4, "little")
MAX_ASM_SHARE = 0.002 # paciasp per ret: above this the library is compiler-protected (left alone)
COMBINED = tuple(w.to_bytes(4, "little") for w in (0xD65F0BFF, 0xD65F0FFF, 0xD503237F, 0xD50323FF)) # retaa/b, *ibsp
def _exec_ranges(data: bytes) -> list[tuple[int, int]]:
"""File ranges of the executable PT_LOAD segments."""
import io
from elftools.elf.elffile import ELFFile
e = ELFFile(io.BytesIO(data))
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(data: bytes, word: bytes, ranges) -> list[int]:
out = []
for lo, hi in ranges:
i = data.find(word, lo, hi)
while i >= 0:
if i % 4 == 0:
out.append(i)
i = data.find(word, i + 1, hi)
return out
def unpaired(data: bytes) -> tuple[list[int], list[int]] | None:
"""(paciasp offsets, autiasp offsets) when a library's counts differ, else None."""
if not elf.is_elf(data):
return None
ranges = _exec_ranges(data)
pac, aut = _find(data, PACIASP, ranges), _find(data, AUTIASP, ranges)
if len(pac) == len(aut) or any(_find(data, w, ranges) for w in COMBINED):
return None
if len(pac) > MAX_ASM_SHARE * max(len(_find(data, RET, ranges)), 1):
return None # compiler-protected (several returns per signed function), not hand-written assembly
return pac, aut
class PacHints(Patch):
id = "frame.pac_hints"
title = "Unpaired pointer-authentication checks"
description = ("Some engines contain assembly (e.g. OpenSSL's) that checks a return-address signature it never "
"made. The Quest's CPU ignores those checks, the Steam Frame's enforces them: the game crashes with "
"SIGILL as soon as it uses that code, e.g. on its first network connection (Star Wars Pinball "
"VR). In a library with unpaired checks, the signing and checking instructions become no-ops.")
order = 47
revision = 1
def applies(self, a):
return "arm64-v8a" in a.abis
def detect(self, a):
return None # reading every engine library at analysis time is too slow; triage (pac-unpaired) suggests it
def apply(self, ctx: ApkContext) -> bool:
ws = ctx.ws
if ws.abi != "arm64-v8a":
return False
changed = False
for lib in ws.libs():
data = ws.read_lib(lib)
found = unpaired(data)
if not found:
continue
pac, aut = found
out = bytearray(data)
for off in pac + aut:
out[off:off + 4] = NOP
ws.put(ws.lib(lib), bytes(out))
ctx.notes.append(f"{lib}: {len(pac)} paciasp / {len(aut)} autiasp turned into NOPs (unpaired)")
changed = True
return changed
register(PacHints)
@@ -0,0 +1,132 @@
"""BONELAB 1.2974 (and other Stress Level Zero builds) ship libSLZQuestNative.so, a Unity native plugin that hooks
Unity's Vulkan start-up (IUnityGraphicsVulkanV2 interception: its vkCreateInstance/vkCreateDevice wrappers raise the
API version, enable device features and check its pipeline cache) and replaces Unity's vkCreateSampler (anisotropy
<= 4, LOD bias -0.25). On the Frame its vkCreateInstance wrapper calls through an invalid pointer right after
OVRPlugin's pre-init OpenXR instance is destroyed: a jump into an unloaded library, to address 0, or a hang, depending
on the run. The plugin's two registrations with Unity are turned into no-ops (in place, 4 bytes each), so Unity runs
Vulkan itself; the plugin still loads. Its sampler hook must go too: without the device hook it never learns the real
vkCreateSampler."""
from __future__ import annotations
import struct
from ...analysis import elf
from ..base import ApkContext, Patch, Suggestion, register
LIB = "libSLZQuestNative.so"
ON_LOAD = "RenderAPI_Vulkan_OnPluginLoad" # registers the Vulkan-init interception
GFX_INIT = "_ZN8PluginVk12GfxEventInitEv" # PluginVk::GfxEventInit: InterceptVulkanAPI("vkCreateSampler", hook)
SAMPLER = b"vkCreateSampler\0"
NOP = 0xD503201F
MOV_X1_XZR, MOV_W2_WZR = 0xAA1F03E1, 0x2A1F03E2 # AddInterceptInitialization(func, userdata = NULL, flags = 0)
def _is_blr(insn: int) -> bool:
return insn & 0xFFFFFC1F == 0xD63F0000
def _x0_address(data: bytes, segs, at: int, back: int = 8) -> int | None:
"""The address `adrp xN, page` + `add x0, xN, #imm` puts in x0 within `back` instructions before `at`."""
for i in range(1, back):
add_va = at - 4 * i
add_off = elf.vaddr_to_offset(segs, add_va)
if add_off is None:
return None
add = struct.unpack_from("<I", data, add_off)[0]
if add & 0xFFC0001F != 0x91000000: # add x0, xN, #imm12 (no shift)
continue
rn, imm12 = (add >> 5) & 0x1F, (add >> 10) & 0xFFF
for j in range(i + 1, back + 4):
adrp_off = elf.vaddr_to_offset(segs, at - 4 * j)
if adrp_off is None:
return None
adrp = struct.unpack_from("<I", data, adrp_off)[0]
if adrp & 0x9F000000 == 0x90000000 and adrp & 0x1F == rn:
imm = ((adrp >> 5) & 0x7FFFF) << 2 | (adrp >> 29) & 3
if imm & (1 << 20):
imm -= 1 << 21
return ((at - 4 * j) & ~0xFFF) + (imm << 12) + imm12
return None
return None
def _function(data: bytes, name: str) -> tuple[int, int] | None:
sec = elf._elf(data).get_section_by_name(".dynsym")
for sym in (sec.get_symbol_by_name(name) or []) if sec else []:
if sym["st_value"] and sym["st_size"]:
return sym["st_value"], sym["st_size"]
return None
def find_registrations(data: bytes) -> list[int]:
"""File offsets of the plugin's two `blr` registrations (interception, vkCreateSampler), [] when not this plugin."""
segs = elf.load_segments(data)
sampler = data.find(b"\0" + SAMPLER) + 1
on_load, gfx_init = _function(data, ON_LOAD), _function(data, GFX_INIT)
if not on_load or not gfx_init or sampler <= 0:
return []
out = []
for (start, size), wanted in ((on_load, "intercept"), (gfx_init, "sampler")):
for va in range(start, start + size, 4):
off = elf.vaddr_to_offset(segs, va)
if off is None or not _is_blr(struct.unpack_from("<I", data, off)[0]):
continue
prev = [struct.unpack_from("<I", data, o)[0] for k in range(1, 5)
if va - 4 * k >= start and (o := elf.vaddr_to_offset(segs, va - 4 * k)) is not None]
if wanted == "intercept" and MOV_X1_XZR in prev and MOV_W2_WZR in prev:
out.append(off)
break
# the string lives in the first (read-only) segment, where file offset == address
if wanted == "sampler" and _x0_address(data, segs, va) == sampler:
out.append(off)
break
return out if len(out) == 2 else []
class SlzVulkanHooks(Patch):
id = "frame.slz_vulkan_hooks"
title = "Stress Level Zero: let Unity start Vulkan itself"
description = ("Stress Level Zero's graphics plugin (libSLZQuestNative.so, e.g. BONELAB 1.2974) hooks Unity's "
"Vulkan start-up and its texture samplers. On the Frame the hook calls an invalid function while "
"Vulkan starts, and the game crashes or hangs before the first frame. The plugin's two hooks are "
"switched off, so Unity starts Vulkan itself. Its pipeline cache isn't used: the first start "
"spends about half a minute prewarming shaders.")
order = 47
revision = 1
def applies(self, a):
return "arm64-v8a" in a.abis and LIB in a.libs
def detect(self, a):
if self.applies(a):
return Suggestion(True, "Stress Level Zero's graphics plugin crashes Unity's Vulkan start-up on the Frame "
"(e.g. BONELAB 1.2974).")
return None
def apply(self, ctx: ApkContext) -> bool:
ws = ctx.ws
name = ws.lib(LIB)
if ws.abi != "arm64-v8a" or not ws.has(name):
return False
data = ws.read(name)
sites = find_registrations(data)
if not sites:
return False
buf = bytearray(data)
for off in sites:
struct.pack_into("<I", buf, off, NOP)
ws.put(name, bytes(buf))
ctx.notes.append(f"{LIB}: Vulkan interception and vkCreateSampler hook switched off "
f"({', '.join(hex(o) for o in sites)})")
return True
def validate(self, ctx: ApkContext):
ws = ctx.ws
name = ws.lib(LIB)
if not ws.has(name):
return []
left = find_registrations(ws.read(name))
return [("SLZ Vulkan hooks off", not left, "" if not left else "still registered")]
register(SlzVulkanHooks)
@@ -16,6 +16,10 @@ ALWAYS_THERE = "android"
# Unity's legacy frame loop never calls ovrp_WaitToBeginFrame: its ovrp_Update2 lookup goes to native/ovrpshim
SHIM = "libfp_ovrp.so"
UPDATE, SHIM_UPDATE = "ovrp_Update2", "fpov_Update2"
# the shim follows Unity's frame begins/ends so its frame wait never blocks for a frame Unity didn't begin (Sniper Elite
# VR deadlocked at a scene switch: xrWaitFrame waits for the previous frame's xrBeginFrame)
BEGIN, SHIM_BEGIN = "ovrp_BeginFrame", "fpov_BeginFrame"
END, SHIM_END = "ovrp_EndFrame", "fpov_EndFrame"
# Unity creates its XR controller devices for the hand nodes OVRPlugin reports present (logged/fixed by the shim)
NODE, SHIM_NODE = "ovrp_GetNodePresent", "fpov_GetNodePresent"
# input diagnostics (off): the C# P/Invoke names in libil2cpp.so pointed at the shim's wrappers, which log what they
@@ -76,13 +80,19 @@ class UnityOculusCheck(Patch):
"libunity.so at \"android\", which always exists. Games on Unity's built-in VR (2017–2018, and 2019 "
"without the Oculus XR Plugin) also get the frame wait their legacy frame loop never makes "
"(libfp_ovrp.so calls ovrp_WaitToBeginFrame before ovrp_Update2; without it no frame starts, the "
"dashboard freezes or the GPU hangs). The shim also counts a newly pressed trigger or A/B/X/Y as a "
"mouse click (Input.GetMouseButtonDown), which Go-era screens wait for (e.g. Accounting+'s motion "
"dashboard freezes or the GPU hangs). Per game, the settings ovrp_begin_gate (a freeze at the first "
"scene switch) and ovrp_hold_physics (hands trailing the controllers) switch on two more frame-loop "
"fixes (e.g. Sniper Elite VR). The shim also "
"counts a newly pressed trigger or A/B/X/Y as a mouse click (Input.GetMouseButtonDown), which "
"Go-era screens wait for (e.g. Accounting+'s motion "
"warning) and which Lepton never delivers.")
order = 45
# 2: frame wait also for Unity 2019 without the Oculus XR Plugin; 3: controller presses as mouse clicks
# (ovrpshim); 4: Unity 2019's Oculus device-model checks (Touch controllers on Lepton)
revision = 4
# 5: frame begins gate the frame wait (no deadlock when Unity skips a frame); physics-step pose
# updates kept from OVRPlugin (they located poses in the past: hands lagged); both only with the per-game settings
# ovrp_begin_gate / ovrp_hold_physics (BattleSisters' hands lagged with them)
revision = 5
@staticmethod
def _major(a) -> int:
@@ -117,6 +127,11 @@ class UnityOculusCheck(Patch):
return False
data, loops = elf.replace_rodata_string(data, UPDATE, SHIM_UPDATE) if self.legacy_loop(ctx.analysis) \
else (data, 0)
if loops:
data, begins = elf.replace_rodata_string(data, BEGIN, SHIM_BEGIN)
if begins: # the end goes with it: a begin the shim gave the waited frame's index ends with that index
data, _ = elf.replace_rodata_string(data, END, SHIM_END)
ctx.notes.append(f"libunity.so: {BEGIN}/{END} -> {SHIM_BEGIN}/{SHIM_END}")
if loops and self._major(ctx.analysis) >= 2019: # Accounting+ (2017) reads OVRInput: works without
data, models = oculus_model_checks(data)
if models:
+120
View File
@@ -0,0 +1,120 @@
"""OVRPlugin functions Unreal looks up that OVRPort's OVRPlugin lacks.
Unreal's Oculus module (FOculusHMDModule::InitializeOculusPluginWrapper) looks up every `ovrp_*` function of the
OVRPlugin version it was built against with dlsym on libOVRPlugin.so's handle and ANDs the results: one missing name
and the wrapper fails, OculusHMD never pre-initialises, no OpenXR session starts and the game later crashes without an
HMD (e.g. Star Wars Pinball VR, UE 4.25 built against OVRPlugin 1.44: OVRPort's OpenXR OVRPlugin has no
ovrp_GetPTWNear). OVRPort replaces the plugin, so the names come from the engine library and are compared with the
plugin the build ships. Each missing one gets a stand-in that returns ovrpFailure (-1000), so callers take their "not
supported" path and never read untouched output arguments. The stand-ins live in a generated library that
libOVRPlugin.so loads (DT_NEEDED): dlsym on a library's handle also searches its dependencies, and the plugin's own
functions are found first, so a later OVRPort that adds a function wins over its stand-in. The engine library stays
byte-identical."""
from __future__ import annotations
from ...analysis import elf
from ...analysis.detect import ovrp_lookups
from ...analysis.stubgen import build_stub_library
from ..base import ApkContext, Patch, Suggestion, register
PLUGIN = "libOVRPlugin.so"
STUBS = "libfp_ovrpstubs.so"
ENGINE_LIBS = ("libUE4.so", "libUnreal.so")
OVRP_FAILURE = -1000 # ovrpResult ovrpFailure
# fallback before OVRPort downloaded a runtime (nothing to compare with yet): names its OpenXR OVRPlugin (3.4.3) is
# known to lack that Unreal builds look up. The build itself always compares with the plugin it ships.
KNOWN_MISSING = ("ovrp_GetPTWNear",)
def _shipped_exports(abi: str) -> set[str] | None:
"""Exports of the newest OVRPort runtime's libOVRPlugin.so, cached per file version (None: none downloaded)."""
from ...tools import overport
path = overport.runtime_lib(PLUGIN, abi)
if not path:
return None
st = path.stat()
key = (str(path), st.st_mtime_ns, st.st_size)
if _cache.get("key") != key:
_cache.update(key=key, exports=elf.dyn_symbols(path.read_bytes(), True))
return _cache["exports"]
_cache: dict = {}
def missing_lookups(lookups, plugin_exports) -> list[str]:
return sorted(set(lookups) - set(plugin_exports))
class UnrealOvrpEntrypoints(Patch):
id = "frame.unreal_ovrp_entrypoints"
title = "Unreal: stand-ins for OVRPlugin functions OVRPort lacks"
description = ("Unreal's Oculus module looks up every OVRPlugin function it was built against and starts no VR "
"when one is missing; OVRPort's OpenXR OVRPlugin lacks some old ones (e.g. ovrp_GetPTWNear, which "
"Unreal 4.25 builds like Star Wars Pinball VR look up). The game then never starts an OpenXR "
"session and crashes a few seconds in. Adds a generated library to libOVRPlugin.so with a stand-in "
"for each missing function that reports failure (ovrpFailure), so Unreal's Oculus support starts. "
"The functions OVRPort has are untouched.")
order = 46
def applies(self, a):
return a.engine == "Unreal" and PLUGIN in a.libs and "arm64-v8a" in a.abis
def detect(self, a):
lookups = (a.extra or {}).get("unreal_ovrp_lookups") or []
if not self.applies(a) or not lookups:
return None
exports = _shipped_exports("arm64-v8a")
if exports is None:
missing = sorted(set(lookups) & set(KNOWN_MISSING))
else:
missing = missing_lookups(lookups, exports)
if not missing:
return None
return Suggestion(True, f"Unreal looks up OVRPlugin function(s) OVRPort's OVRPlugin lacks: "
f"{', '.join(missing[:6])}{' …' if len(missing) > 6 else ''}. Without them Unreal "
"starts no VR.")
def _missing(self, ctx: ApkContext) -> list[str]:
ws = ctx.ws
lookups = (ctx.analysis.extra or {}).get("unreal_ovrp_lookups")
if not lookups: # analysed by an older FramePort: read the engine library itself
engine = next((ws.lib(n) for n in ENGINE_LIBS if ws.has(ws.lib(n))), None)
lookups = ovrp_lookups(ws.read(engine)) if engine else []
return missing_lookups(lookups, elf.dyn_symbols(ws.read_lib(PLUGIN), True))
def apply(self, ctx: ApkContext) -> bool:
ws = ctx.ws
if ws.abi != "arm64-v8a" or not ws.has(ws.lib(PLUGIN)):
return False
missing = self._missing(ctx)
if not missing:
return False
plugin = ws.read_lib(PLUGIN)
stubs = build_stub_library(missing, STUBS, ws.abi, result=OVRP_FAILURE)
changed = False
if STUBS not in elf.needed(plugin):
ws.put(ws.lib(PLUGIN), elf.add_needed(plugin, STUBS))
changed = True
if not ws.has(ws.lib(STUBS)) or ws.read_lib(STUBS) != stubs:
ws.put(ws.lib(STUBS), stubs)
changed = True
if changed:
ctx.notes.append(f"{len(missing)} OVRPlugin stand-in(s) returning ovrpFailure: {', '.join(missing)}")
return changed
def validate(self, ctx):
ws = ctx.ws
if not ws.has(ws.lib(PLUGIN)):
return []
plugin = ws.read_lib(PLUGIN)
exports = set(elf.dyn_symbols(plugin, True))
if STUBS in elf.needed(plugin) and ws.has(ws.lib(STUBS)):
exports |= elf.dyn_symbols(ws.read_lib(STUBS), True)
lookups = (ctx.analysis.extra or {}).get("unreal_ovrp_lookups") or []
unresolved = missing_lookups(lookups, exports)
return [("OVRPlugin functions Unreal looks up resolvable", not unresolved, ", ".join(unresolved[:5]))]
register(UnrealOvrpEntrypoints)
@@ -108,6 +108,31 @@ class UnityGlShim(GlShim):
return a.engine == "Unity" and "GLES" in a.graphics and "arm64-v8a" in a.abis
class UnrealGlShim(GlShim):
id = "frame.unreal_gl_shim"
title = "GL shim for Unreal (no multisampled render-to-texture)"
description = (
"Loads the GL shim into an Unreal GLES game and hides GL_EXT_multisampled_render_to_texture. Unreal's mobile "
"MSAA renders through multisampled render-to-texture, and the Frame's GL driver (Mesa/Zink) can crash on it: "
"SIGSEGV with fault address 0x10000 in libgallium_dri.so on the RHIThread a few seconds after start (Zink "
"looks up a render-pass cache slot past its end, e.g. Star Wars Pinball VR). Hidden, Unreal renders without "
"that path. Unreal's multiview stays on: Unreal only uses it when GL_OVR_multiview_multisampled_render_to_"
"texture is listed too, so for Unreal the shim keeps that one visible and draws its multiview MSAA "
"attachments single-sampled (glFramebufferTextureMultiviewOVR).")
order = 62
requires = ()
experimental = False
def detect(self, a):
# not suggested from the APK alone: most Unreal GLES games run without it; the launch test's triage
# (unreal-msrtt-crash) and catalog recipes turn it on
return None
def applies(self, a):
return a.engine == "Unreal" and "GLES" in a.graphics and "arm64-v8a" in a.abis
register(VrApiBridge)
register(GlShim)
register(UnityGlShim)
register(UnrealGlShim)
+52 -2
View File
@@ -129,6 +129,15 @@ SETTINGS = [
"Repeat xrLocateViews queries for the same display time get the first, fully tracked answer again. Games that "
"ask several times per frame got slightly different poses and rendered parts of the frame with different heads: "
"judder (e.g. I Am Cat; proposed by Klownicle, GitHub #8)."),
("pose_time_fix", "int", 0, "Locate poses at the right time",
"Poses a game asks for at a CLOCK_MONOTONIC time, or more than 0.5 s before the frame's display time, are located "
"at the same moment in the runtime's time (or now). Meta's OVRPlugin passes the monotonic clock on as the "
"OpenXR time, which on the Frame runs seconds behind the runtime's clock, so its \"now\" poses (Unity's physics "
"step, controller poses) came from the past: hands trailing the controllers (e.g. BattleSisters, Sniper Elite "
"VR)."),
("pose_debug", "int", 0, "Pose time diagnostics (log)",
"Every 5 s, logs per located space how far the requested times are from the frame's predicted display time, and "
"the runtime clock's offset from the monotonic clock. No effect on the game."),
("haptic_fix", "int", 0, "Fix controller vibration freezes",
"Routes OVRPlugin through FramePort's extension shim, which turns Meta's amplitude-envelope vibrations into "
"plain ones: OVRPort's loader reads their nanosecond duration as seconds and allocates gigabytes, freezing the "
@@ -169,6 +178,14 @@ SETTINGS = [
"fragment-density-map foveation when the driver offers it and expects the density map from the headset, which the "
"Frame doesn't provide: image views and barriers for a missing image, then a crash in the Frame's Vulkan driver "
"(e.g. Metro Awakening). Valve's own foveation layer isn't affected."),
("ovrp_begin_gate", "int", 0, "Unity frame loop: wait for skipped frames",
"Unity's built-in Oculus frame loop (frame.unity_oculus_check): before each frame wait, wait up to 50 ms for the "
"last waited frame to begin and skip the wait if it doesn't. Fixes a freeze at the first scene switch (e.g. "
"Sniper Elite VR); in other games it can make loading screens stutter."),
("ovrp_hold_physics", "int", 0, "Unity frame loop: keep display-time poses",
"Unity's built-in Oculus frame loop (frame.unity_oculus_check): don't pass Unity's physics-step pose update on, "
"so the hands use the frame's display-time poses. Fixes hands trailing the controllers in some games (e.g. Sniper "
"Elite VR); in others it makes the hands lag (e.g. BattleSisters)."),
("gl_hide_multiview", "int", 1, "GL shim: hide multiview",
"GL shim only: hide GL_OVR_multiview so all passes use single-view shaders. For GLES games whose multiview "
"shaders fail on single-view render targets (e.g. Path of the Warrior)."),
@@ -176,7 +193,8 @@ SETTINGS = [
# settings that need a new build, not only new settings files: the Vulkan shim learned vk_shader_fix in 0.6.4 and
# vk_query_slots and vk_spec_fixes in 0.10.0
# vk_query_slots and vk_spec_fixes in 0.10.0. haptic_fix stays at 2 although the shim also converts PCM vibrations
# since 0.12.1: no game is known to need that, and a bump would mark every OVRPlugin game's build outdated
REVISIONS = {"vk_shader_fix": 2, "vk_query_slots": 3, "vk_spec_fixes": 2, "haptic_fix": 2, "pose_consistency": 2}
# How the "Game settings" dialog shows each setting to non-technical users: group, level (common settings are always
@@ -201,6 +219,9 @@ UI: dict[str, dict] = {
"pose_consistency": dict(group="picture", level="advanced", label="Steadier head tracking",
help="For games that judder or shimmer while you hold your head still (e.g. I Am Cat).",
control=("switch",)),
"pose_time_fix": dict(group="controllers", level="advanced", label="Fix hands lagging behind controllers",
help="For games whose hands trail the controllers when you move them (e.g. BattleSisters).",
control=("switch",)),
"haptic_fix": dict(group="controllers", level="advanced", label="Fix freezes when controllers vibrate",
help="For games that freeze the Frame when a controller vibrates (e.g. Lucky's Tale). Needs a "
"rebuild.",
@@ -281,7 +302,8 @@ UI: dict[str, dict] = {
**{key: dict(group="troubleshooting", level="advanced", control=("switch",)) for key in (
"foveation_fix", "hide_space_warp", "swapchain_fix", "layer_fix", "gl_hide_multiview", "mutable_fix",
"flip_quads", "swap_eyes", "vk_validation", "rect_clamp", "gl_hide_msrtt", "strip_color_bias", "snapshot",
"strip_depth", "respace_kick", "layer_debug", "eye_debug", "input_diag", "release_wait", "vk_hide_fdm")},
"strip_depth", "respace_kick", "layer_debug", "eye_debug", "input_diag", "release_wait", "vk_hide_fdm",
"ovrp_begin_gate", "ovrp_hold_physics", "pose_debug")},
}
@@ -311,6 +333,11 @@ class AdapterSetting(Patch):
return Suggestion(True, "Meta's OVRPlugin vibrates controllers through OVRPort's loader, which turns some "
"vibrations into gigabyte allocations that freeze the Frame (e.g. Lucky's Tale, "
"BattleSisters): vibrations are converted before they reach it.", {"value": 1})
if (self.key == "pose_time_fix" and a.engine == "Unity" and "libOVRPlugin.so" in a.libs
and not a.extra.get("oculus_xr_plugin") and "libOculusXRPlugin.so" not in a.libs):
return Suggestion(True, "Unity's built-in Oculus support reads controller poses through OVRPlugin at its "
"monotonic \"now\", seconds in the past on the Frame: they are located at the "
"right time (e.g. BattleSisters, Sniper Elite VR).", {"value": 1})
if self.key == "equirect_emul" and uses_equirect_layers(a):
return Suggestion(True, "The game draws 360° layers (e.g. a video player's theatre or 360° videos), which "
"the Frame's runtime can't show: show them as panels around you.", {"value": 1})
@@ -340,11 +367,14 @@ class AdapterSetting(Patch):
"swapchain_fix": ap.is_gles,
"gl_hide_multiview": lambda a: a.direct_vrapi and ap.is_gles(a),
"gl_hide_msrtt": ap.is_gles,
"ovrp_begin_gate": lambda a: a.engine == "Unity" and "libOVRPlugin.so" in a.libs,
"ovrp_hold_physics": lambda a: a.engine == "Unity" and "libOVRPlugin.so" in a.libs,
"vk_shader_fix": lambda a: a.engine == "Unreal", # read by the Vulkan shim, which only Unreal games get
"vk_hide_fdm": lambda a: a.engine == "Unreal", # Unreal's Vulkan isn't always detected (Metro Awakening)
"vk_query_slots": lambda a: a.engine == "Unreal" and ap.is_vulkan(a),
"vk_validation": lambda a: a.engine == "Unreal",
"haptic_fix": lambda a: "libOVRPlugin.so" in a.libs,
"pose_time_fix": lambda a: "libOVRPlugin.so" in a.libs,
"vk_spec_fixes": lambda a: a.engine == "Unreal" and ap.is_vulkan(a),
"controller_models": ap.may_use_render_models,
**{k: ap.is_gles for k in ("equirect_emul", "equirect_face", "equirect_res", "equirect_flip",
@@ -456,6 +486,25 @@ class Foveation(Patch):
ctx.env.update(self.ENV.get(ctx.params.get("mode") or "", {}))
class DisplayMode(Patch):
id = "device.display_mode"
title = "Show as VR or as a flat window"
description = ("How Lepton runs the app: VR (headless Android, only what the app draws through OpenXR reaches the "
"headset) or a flat window (Lepton's lepton-show-flatscreen marker: the Android window on a screen "
"in the headset, like a phone or tablet app). Automatic uses a flat window for apps without VR "
"code. "
"Choose \"Flat window\" for a 2D app FramePort took for VR (it shows nothing in the headset), "
"\"VR\" for a VR app FramePort took for 2D.")
category = "device"
needs_vr = False
stage = "install"
params = [Param("mode", "str", "", "vr or flat (empty = automatic)")]
CHOICES = (("", "Automatic"), ("vr", "VR"), ("flat", "Flat window"))
def install(self, ctx: InstallContext) -> None:
ctx.display = ctx.params.get("mode") if ctx.params.get("mode") in ("vr", "flat") else ""
class TextInputWindow(Patch):
id = "device.text_input_window"
title = "Show the app's Android window (for typing)"
@@ -486,4 +535,5 @@ register(DeviceFiles)
register(LeptonEnv)
register(HideNavBar)
register(TextInputWindow)
register(DisplayMode)
register(Foveation)
+10
View File
@@ -44,6 +44,12 @@ SUMMARIES = {
"Frame's graphics driver accepts.",
"frame.unity_gl_shim": "Stops a grey or frozen screen in Unity games that turn on anti-aliasing while running "
"(e.g. The Room VR).",
"frame.unreal_gl_shim": "Stops a crash a few seconds after start in Unreal games whose anti-aliasing the Frame's "
"graphics driver can't handle (e.g. Star Wars Pinball VR).",
"frame.unreal_ovrp_entrypoints": "Lets older Unreal games start VR although the converted VR plugin lacks a few "
"functions they look for (e.g. Star Wars Pinball VR).",
"frame.pac_hints": "Stops a crash on the Frame's CPU in games whose code has unpaired security checks the Quest "
"ignores (e.g. Star Wars Pinball VR's first network connection).",
"frame.unity_no_overlay_copy": "Stops a grey screen crash in some Unity games by skipping their overlay "
"layers (e.g. The Room VR's screen fades).",
"frame.nodebug": "Stops strict debugging checks that make some games quit.",
@@ -54,6 +60,8 @@ SUMMARIES = {
"waiting for a download that never comes.",
"frame.ovr_trace": "For troubleshooting: records the game's requests to Meta's platform services and which ones "
"never get an answer.",
"frame.slz_vulkan_hooks": "Lets Unity start the graphics itself instead of Stress Level Zero's plugin, "
"which crashes on the Frame (e.g. BONELAB 1.2974).",
"frame.unity_user_presence": "Counts the headset as worn, so games that only move the player while it's worn "
"get head tracking and controls (e.g. BONELAB).",
"frame.unity_no_msaa": "Turns off a smoothing setting that crashes some older Unity games on the Frame.",
@@ -82,6 +90,8 @@ SUMMARIES = {
"device.hide_navbar": "Hides Android's back/home/recents buttons, which cover the app's own buttons.",
"device.text_input_window": "Lets typing reach this app: Steam's on-screen keyboard or your computer's keyboard "
"(VR is unaffected).",
"device.display_mode": "Choose \"Flat window\" if a phone/tablet app shows nothing in the headset, \"VR\" if a VR "
"app opens as a flat window.",
"device.lepton_env": "Extra settings for the Android container (for testing).",
"device.foveation": "Try \"Fixed\" or \"Off\" if one eye shimmers or jitters while menus look fine.",
# PC VR
+152
View File
@@ -0,0 +1,152 @@
"""Upstream fixes that make one of our workarounds unnecessary, applied per build.
Several patches work around bugs in what OVRPort puts into a converted APK (its closed-source runtime libraries, its
CLI). When upstream fixes such a bug, users don't all get the fix at once: OVRPort downloads runtime builds into its
workspace and each conversion uses whichever one it picks, so one library can hold games built with the old and the
new runtime. A version number doesn't help either (runtime builds are named `<version>-<commit>`, the commit part is
unordered). So each fix is detected in the converted APK itself: a probe looks at the bytes OVRPort produced, and when
it finds the upstream fix, the build leaves the workaround out.
The recipe is never changed: it still asks for the fix (`adapter.haptic_fix` on), the build decides how to provide it.
A build made with an old runtime keeps the workaround; the next build with a fixed runtime drops it by itself, and a
build made with a later runtime that regressed would get the workaround back. Builds record what was left out
(`build.superseded`), the installer leaves those out of settings.conf too, and the build log says why.
Add one: write a probe (True = the upstream fix is there, False = the bug is there, None = can't tell, e.g. the library
is missing or looks different) and `register(UpstreamFix(...))` in the workaround's own module. Only True drops the
workaround, so a probe that can't recognise newer code errs on the safe side. Then update the workaround's tracker
issue (`upstream` label). FRAMEPORT_KEEP_WORKAROUNDS=1 keeps every workaround (to compare builds).
"""
from __future__ import annotations
import os
from collections.abc import Callable
from dataclasses import dataclass, field
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from ..apk.workspace import ApkWorkspace
from ..core.events import Reporter
Probe = Callable[["ApkWorkspace"], "bool | None"]
@dataclass(frozen=True)
class UpstreamFix:
id: str # e.g. "ovrport.haptic_envelope"
workaround: str # the patch id this fix makes unnecessary, e.g. "adapter.haptic_fix"
title: str # what upstream fixed, for the build log
upstream: str # where it was fixed, e.g. "ovrport/app#73 (runtime 3.4.3-aa54c3f)"
probe: Probe
tracker: str = "" # our tracking issue, e.g. "#74"
REGISTRY: dict[str, UpstreamFix] = {}
def register(fix: UpstreamFix) -> UpstreamFix:
if not fix.id or fix.id in REGISTRY:
raise ValueError(f"bad or duplicate upstream fix id {fix.id!r}")
REGISTRY[fix.id] = fix
return fix
def lib_probe(library: str, check: Callable[[bytes], bool | None]) -> Probe:
"""A probe that runs `check` on one of the APK's native libraries (None when the APK doesn't have it)."""
def probe(ws: ApkWorkspace) -> bool | None:
return check(ws.read_lib(library)) if ws.abi and ws.has(ws.lib(library)) else None
return probe
@dataclass
class Resolution:
patches: dict # the selection this build applies
superseded: dict[str, str] = field(default_factory=dict) # workaround patch id -> upstream fix id
found: dict[str, bool | None] = field(default_factory=dict) # upstream fix id -> probe result (for the log)
def resolve(ws: ApkWorkspace, patches: dict, reporter: Reporter | None = None) -> Resolution:
"""Leave out the workarounds whose upstream fix is in this (converted) APK."""
from . import base
base.load_all()
res = Resolution(dict(patches))
if os.environ.get("FRAMEPORT_KEEP_WORKAROUNDS"):
return res
for fix in REGISTRY.values():
if fix.workaround not in patches:
continue
try:
found = fix.probe(ws)
except Exception as e: # noqa: BLE001 (a probe that breaks must not break the build: keep the workaround)
found = None
if reporter:
reporter.log(f"upstream fix check {fix.id} failed ({e}); keeping {fix.workaround}")
res.found[fix.id] = found
if found:
res.patches.pop(fix.workaround, None)
res.superseded[fix.workaround] = fix.id
if reporter:
reporter.log(f"not needed: {fix.workaround} ({fix.title}, fixed upstream in {fix.upstream})")
return res
def without_superseded(patches: dict, superseded) -> dict:
"""A recipe's selection minus the workarounds a build left out (for the install of that build)."""
return {pid: params for pid, params in patches.items() if pid not in (superseded or ())}
# ---------------------------------------------------------------- arm64 helpers for probes
def code_words(data: bytes):
"""(file offset, instruction word) for every word of the library's executable sections."""
from ..analysis import elf
for sec in elf._elf(data).iter_sections():
if sec["sh_type"] == "SHT_PROGBITS" and sec["sh_flags"] & 0x4: # SHF_EXECINSTR
start, size = sec["sh_offset"], sec["sh_size"]
for off in range(start, start + size - 3, 4):
yield off, int.from_bytes(data[off:off + 4], "little")
def move_wide(word: int) -> tuple[str, int, int, int, int] | None:
"""Decode MOVZ/MOVK/MOVN: (kind, sf, rd, imm16, shift) or None."""
kinds = {0x52800000: "movz", 0x72800000: "movk", 0x12800000: "movn"}
kind = kinds.get(word & 0x7F800000)
if kind is None:
return None
return kind, word >> 31, word & 31, (word >> 5) & 0xFFFF, ((word >> 21) & 3) * 16
def constants(words) -> list[int]:
"""Every value a register holds after each MOVZ/MOVK/MOVN in a run of instruction words (how compilers build
64-bit constants such as doubles: movz + movk)."""
regs: dict[int, int] = {}
out = []
for w in words:
mw = move_wide(w)
if mw is None:
continue
kind, sf, rd, imm, shift = mw
mask = (1 << 64) - 1 if sf else (1 << 32) - 1
if kind == "movz":
regs[rd] = imm << shift
elif kind == "movn":
regs[rd] = ~(imm << shift) & mask
else:
regs[rd] = (regs.get(rd, 0) & ~(0xFFFF << shift) | imm << shift) & mask
out.append(regs[rd])
return out
def find_constant_load(words: list[int], value: int) -> int | None:
"""Index of the first MOVZ/MOVN that starts building `value` (32-bit) in its register, followed by the MOVK that
completes it within the next few instructions."""
for i, w in enumerate(words):
mw = move_wide(w)
if mw is None or mw[0] == "movk":
continue
if value in constants(words[i:i + 4]):
return i
return None
+246 -26
View File
@@ -9,6 +9,7 @@ PC (Revive + local Steam) or on the Frame (Proton + Revive).
"""
from __future__ import annotations
import dataclasses
import threading
import time
from pathlib import Path
@@ -21,6 +22,7 @@ from .core import library
from .core.events import Reporter
from .core.models import Recipe, SourceGame
from .core.paths import output_dir
from .patches import upstream
from .recommend import engine
from .sources import quest_dump, rift_dump
from .targets.base import Target
@@ -284,9 +286,33 @@ def is_linux(entry: dict) -> bool:
return entry.get("kind") == "linux"
def analysis_warnings(entry: dict) -> list[str]:
"""Blockers read from a Quest/Android game's APK, for the CLI (the game page shows them as callouts)."""
if is_rift(entry) or is_linux(entry) or not entry.get("analysis"):
return []
out = engine.blocker_notes(library.analysis_from_dict(entry["analysis"]))
if missing_obb(entry):
out.append(MISSING_OBB_NOTE.format(package=entry.get("package", "<package>")))
return out
MISSING_OBB_NOTE = ("This game's data file (.obb) wasn't found next to the APK. Put the .obb files in a folder named "
"{package} (or obb/) next to the APK and add the folder again; without it the game hangs at start.")
def missing_obb(entry: dict) -> bool:
"""A Quest game whose APK expects an OBB (analysis expects_obb: Unreal's bHasOBBFiles) but no data folder was
found next to it (GitHub #85: TRIANGLE STRATEGY hung silently after OVRPlugin's JNI_OnLoad). Library fields
only: no disk access (used by the game page)."""
if is_rift(entry) or is_linux(entry):
return False
extra = (entry.get("analysis") or {}).get("extra") or {}
return bool(extra.get("expects_obb")) and not (entry.get("data_dir") and entry.get("data_bytes") != 0)
def add_linux_app(path: Path | str, reporter: Reporter | None = None, exe: str | None = None) -> dict:
"""Add an arm64 Linux app to the library (no conversion: it's installed as it is). `exe` overrides the program
FramePort picked (relative to the app's folder)."""
"""Add a Linux app to the library (no conversion: it's installed as it is): arm64, or x86_64 (run through FEX on
the Frame). `exe` overrides the program FramePort picked (relative to the app's folder)."""
from .analysis import linux
from .core.models import Recipe
@@ -294,18 +320,22 @@ def add_linux_app(path: Path | str, reporter: Reporter | None = None, exe: str |
info = linux.inspect(path)
if exe:
info["exe"] = exe
if not info["arch_ok"]:
arch = "x86_64" if info["machine"] == linux.EM_X86_64 else f"machine {info['machine']}"
raise ValueError(f"{path.name} is built for {arch}, not arm64 (aarch64): it can't run on the Frame. Look for "
"an aarch64/arm64 download of it.")
x86 = info["machine"] == linux.EM_X86_64
if not linux.runs_on_frame(info["machine"]):
raise ValueError(f"{path.name} is built for machine {info['machine']}, not arm64 (aarch64) or x86_64: it "
"can't run on the Frame. Look for an aarch64/arm64 download of it.")
if x86 and reporter:
reporter.log(f"{path.name} is an x86_64 build: the Frame runs it through FEX (x86 translation; an arm64 "
"build runs faster if there is one)")
package = f"linux.{linux.slug(info['title'])}"
if reporter:
reporter.log(f"{info['title']}: program {info['exe']}{' (AppImage)' if info['appimage'] else ''}"
f"{', OpenXR (VR)' if info['openxr'] else ''}")
recipe = Recipe(package=package, title=info["title"], overport=False, as_is=True, source="heuristics")
analysis = {"package": package, "label": info["title"], "engine": "Linux", "xr": "OpenXR" if info["openxr"]
else "none", "abis": ["arm64-v8a"], "libs": [], "extra": {**info, "vr_kind": "openxr" if info["openxr"]
else "none", "source": str(path)}}
else "none", "abis": ["x86_64" if x86 else "arm64-v8a"], "libs": [],
"extra": {**info, "vr_kind": "openxr" if info["openxr"] else "none", "x86_64": x86,
"source": str(path)}}
old = library.game(package) or {}
root = Path(info["root"])
try: # what an install uploads (the library's size sort, the Frame's free-space check)
@@ -323,21 +353,114 @@ def add_linux_app(path: Path | str, reporter: Reporter | None = None, exe: str |
from .artwork import fetch
fetch.artwork_dir(package)
from .artwork import steam
from .artwork import sources, steam
icon = None if info["files"] else linux.find_icon(root) # a lone AppImage's icon comes from the Frame
if icon:
sources.apply_app_icon(package, icon.read_bytes())
steam.ensure_cover(package) # placeholder art (name on a colour) until the user picks some
except Exception: # noqa: BLE001 - artwork is optional
pass
return library.game(package)
USER_FOLDERS = ("Downloads", "Desktop", "Documents", "Download")
def _shared_folder(folder: Path) -> bool:
"""A folder a lone program shouldn't take with it to the Frame: home, a user folder (Downloads…) or a drive root."""
folder = folder.resolve()
if folder.parent == folder or (str(folder).startswith("/mnt/") and str(folder).rstrip("/").count("/") <= 2):
return True
if folder == Path.home() or folder.name in USER_FOLDERS:
return True
try:
from .core import winhost
prof = winhost.env_path("USERPROFILE") if winhost.available() else None
return bool(prof) and (folder == prof or folder.parent == prof and folder.name in USER_FOLDERS)
except Exception: # noqa: BLE001
return False
def add_windows_exe(exe: Path | str, reporter: Reporter | None = None) -> dict:
"""Add one Windows program (.exe): a game folder whose program is that exe, run by Proton on the Frame (flat
unless a VR runtime is found). A program in Downloads, the home folder or a drive root is copied alone into
FramePort's data folder first, so an install doesn't upload everything next to it."""
import shutil
from .core.paths import user_data_dir
exe = Path(exe)
if exe.suffix.lower() != ".exe" or not exe.is_file():
raise ValueError(f"{exe.name} isn't a Windows program (.exe)")
folder = exe.parent
if _shared_folder(folder):
from .analysis import linux
folder = user_data_dir() / "windows-apps" / linux.slug(exe.stem)
folder.mkdir(parents=True, exist_ok=True)
if not (folder / exe.name).exists() or (folder / exe.name).stat().st_size != exe.stat().st_size:
if reporter:
reporter.log(f"copying {exe.name} into {folder} (it sits in a shared folder)")
shutil.copy2(exe, folder / exe.name)
entry = add_rift_game(folder, reporter, exe=exe.name, force=True, art=True)
if entry is None:
raise ValueError(f"{exe.name} couldn't be added")
return library.upsert_game(entry["package"], exe_confirmed=True)
def add_from_link(manifest, path: Path, reporter: Reporter | None = None, icon: Path | None = None) -> dict:
"""Add a build downloaded from an install link (deeplink.download) to the library: an APK (with any OBB files
next to it), a Linux build or a Windows program. A manifest's name becomes the title (FrameDrop: "name is what
shows up in Steam"); a direct file link keeps the title FramePort finds."""
from . import deeplink
kind = deeplink.classify(path.name)
if kind == deeplink.APK:
added = add_path(path, reporter, art=True)
if not added:
raise ValueError(f"{path.name} couldn't be read as an Android app")
entry = added[0]
elif kind == deeplink.LINUX:
entry = add_linux_app(path, reporter)
elif kind == deeplink.EXE:
entry = add_windows_exe(path, reporter)
else:
raise ValueError(f"FramePort can't install {path.name}")
pkg = entry["package"]
fields = {"link": {"source": manifest.source, "name": manifest.name, "time": time.time()}}
if not manifest.direct: # a manifest (not a bare file link) names it
fields.update(title=manifest.name, title_locked=True)
# FramePort's manifest extension: a description where no store has one, the icon unless the user picked one
details = dict(library.game(pkg).get("details") or {})
if manifest.description and not details.get("description"):
details.update(description=manifest.description, sources=[*(details.get("sources") or []), "link"])
fields["details"] = details
library.upsert_game(pkg, **fields)
if icon:
from .artwork import fetch, sources
try:
if not (fetch.artwork_dir(pkg) / fetch.PICKED).exists(): # the user's own pick stays
sources.apply_custom(pkg, "icon", icon)
except Exception as exc: # noqa: BLE001 - artwork is optional
if reporter:
reporter.log(f"icon from the link not used: {exc}")
return library.game(pkg)
def install_linux(package: str, target: Target, reporter: Reporter, add_to_library: bool = True) -> dict:
entry = library.game(package)
extra = (entry.get("analysis") or {}).get("extra") or {}
result = target.install_linux(package, steam_title(entry), Path(entry["game_dir"]), entry["exe"],
extra.get("files"), bool(extra.get("appimage")), bool(extra.get("openxr")),
reporter)
if result.get("missing_libraries"):
reporter, x86_64=bool(extra.get("x86_64")),
desktop_entry=entry.get("desktop_entry", True) is not False)
if extra.get("x86_64"):
reporter.check("x86 translation", True, "runs through FEX on SteamOS's x86 system (its libraries come from "
"there; not checked ahead)")
elif result.get("missing_libraries"):
reporter.check("Libraries on the Frame", False, "missing: " + ", ".join(result["missing_libraries"]) +
" (SteamOS doesn't have them and the app doesn't bundle them: it won't start)")
else:
@@ -352,12 +475,13 @@ def add_game(src: SourceGame, reporter: Reporter | None = None) -> dict:
if reporter:
reporter.log(f"analyzing {src.apk.name}")
a = analyze(src.apk, data_bytes=src.data_bytes())
a.extra["lang_packs"] = langpacks.find_tags(src.data_dir)
a.extra["asset_files"] = langpacks.find_content_files(src.data_dir)
a.extra["lang_packs"] = langpacks.find_tags(_data_folder(src))
a.extra["asset_files"] = langpacks.find_content_files(_data_folder(src))
recipe = engine.suggest(a)
return library.upsert_game(
a.package, title=recipe.title or a.label, name=src.name, apk=str(src.apk),
data_dir=str(src.data_dir) if src.data_dir else None, data_bytes=src.data_bytes(), origin=str(src.origin),
data_dir=str(src.data_dir) if src.data_dir else None, data_files=src.data_files, data_bytes=src.data_bytes(),
origin=str(src.origin),
analysis=a.to_dict(), recipe=library.recipe_to_dict(recipe), suggested=library.recipe_to_dict(recipe),
status=recipe.status,
)
@@ -367,25 +491,110 @@ def reanalyze(package: str, reporter: Reporter | None = None) -> dict:
"""Read a Quest/Android game's APK again (e.g. after FramePort learned to detect something new). The suggestion is
refreshed; the recipe too unless the user changed it (then their choices stay)."""
entry = library.game(package)
if entry is None or is_rift(entry):
if entry is None or is_rift(entry) or is_linux(entry):
raise ValueError("only Quest/Android games can be analyzed again")
return _store_analysis(package, _analyze_entry(entry, reporter))
def _analyze_entry(entry: dict, reporter: Reporter | None = None):
src = source_of(entry)
if reporter:
reporter.log(f"analyzing {src.apk.name}")
a = analyze(src.apk, data_bytes=src.data_bytes())
a.extra["lang_packs"] = langpacks.find_tags(src.data_dir)
a.extra["asset_files"] = langpacks.find_content_files(src.data_dir)
a.extra["lang_packs"] = langpacks.find_tags(_data_folder(src))
a.extra["asset_files"] = langpacks.find_content_files(_data_folder(src))
return a
def _store_analysis(package: str, a) -> dict:
"""Replace only the entry's analysis and suggestion; the recipe follows unless it is the user's own (tags, art,
title, builds and installs are untouched)."""
suggested = engine.suggest(a)
keep = library.recipe_from_dict(entry["recipe"]).source == "user"
return library.upsert_game(package, analysis=a.to_dict(), suggested=library.recipe_to_dict(suggested),
**({} if keep else {"recipe": library.recipe_to_dict(suggested),
"status": suggested.status}))
def change(g: dict) -> None:
g["analysis"] = a.to_dict()
g["suggested"] = library.recipe_to_dict(suggested)
g.pop("analysis_failed", None)
# checked under the library lock: the user may have saved a recipe while the APK was read
if library.recipe_from_dict(g.get("recipe") or {"package": package}).source != "user":
g["recipe"] = library.recipe_to_dict(suggested)
g["status"] = suggested.status
return library.update_game(package, change)
def analysis_outdated(entry: dict) -> bool:
"""A Quest/Android entry analysed by an older FramePort (fields newer patches depend on are missing) whose APK is
still there, and whose re-analysis didn't already fail for this analysis version. Rift/Linux entries: no."""
from .analysis.detect import ANALYSIS_VERSION
a = entry.get("analysis")
if not isinstance(a, dict) or not entry.get("apk") or is_rift(entry) or is_linux(entry):
return False
if str(a.get("package") or "").startswith("rift."):
return False
if ((a.get("extra") or {}).get("analysis_version") or 0) >= ANALYSIS_VERSION:
return False
if entry.get("analysis_failed") == ANALYSIS_VERSION:
return False
try:
return Path(entry["apk"]).is_file() # on a drive that isn't connected now: tried again at a later start
except OSError:
return False
def outdated_analyses() -> list[str]:
return [g["package"] for g in library.games() if analysis_outdated(g)]
def refresh_analyses(packages: list[str] | None = None, reporter: Reporter | None = None) -> int:
"""Analyse again the entries an older FramePort analysed (see detect.ANALYSIS_VERSION): runs in the background at
start (GUI) and before a build (CLI and GUI). Only the APK analysis (no OVRPort, no Cpp2IL). An APK that can't be
read leaves the entry as it was and is marked, so it isn't read again at every start. Returns how many changed."""
from .analysis.detect import ANALYSIS_VERSION
todo = outdated_analyses() if packages is None else \
[p for p in packages if analysis_outdated(library.game(p) or {})]
done = 0
for i, pkg in enumerate(todo):
entry = library.game(pkg)
if entry is None or not analysis_outdated(entry):
continue
if reporter:
reporter.check_cancel()
reporter.progress(i / len(todo), entry.get("title") or pkg)
try:
a = _analyze_entry(entry, reporter)
except Exception as exc: # noqa: BLE001 - unreadable APK: keep the old analysis, don't retry every start
if reporter:
reporter.log(f"{pkg}: couldn't analyze the APK again: {exc}")
library.update_game(pkg, lambda g: g.__setitem__("analysis_failed", ANALYSIS_VERSION))
continue
if a.package != pkg: # a different APK at that path now: leave the entry alone
library.update_game(pkg, lambda g: g.__setitem__("analysis_failed", ANALYSIS_VERSION))
continue
_store_analysis(pkg, a)
done += 1
return done
def _data_folder(src: SourceGame) -> Path | None:
"""The data folder when all of it is the game's data (language packs and content files are looked for there);
None when only expansion files found by name are (that folder also holds other things, e.g. the APK)."""
return None if src.data_files is not None else src.data_dir
def data_paths(entry: dict) -> list[Path]:
"""A Quest game's data on this PC: its data folder, or only its expansion files when those were found by name."""
if not entry.get("data_dir"):
return []
d = Path(entry["data_dir"])
return [d / n for n in entry["data_files"]] if entry.get("data_files") is not None else [d]
def source_of(entry: dict) -> SourceGame:
return SourceGame(entry.get("name") or entry["package"], Path(entry["apk"]),
Path(entry["data_dir"]) if entry.get("data_dir") else None,
Path(entry["origin"]) if entry.get("origin") else None)
Path(entry["origin"]) if entry.get("origin") else None, data_files=entry.get("data_files"))
def set_recipe(package: str, recipe: Recipe) -> None:
@@ -507,6 +716,8 @@ def _build_lock(package: str) -> threading.Lock:
def build_game(package: str, reporter: Reporter, outdir: Path | None = None) -> dict:
if analysis_outdated(library.game(package) or {}): # analysed by an older FramePort: new fields first
refresh_analyses([package], reporter)
entry = library.game(package)
if is_linux(entry): # nothing to convert: installed as it is
return {"ok": True, "linux": True}
@@ -523,7 +734,8 @@ def build_game(package: str, reporter: Reporter, outdir: Path | None = None) ->
art, store_title = artwork.fetch(package, res.apk)
build_info = {"apk": str(res.apk), "alt_apk": str(res.alt_apk) if res.alt_apk else None, "sha256": res.sha256,
"alt_sha256": res.alt_sha256, "applied": res.applied, "checks": res.checks, "ok": res.ok,
"overport": res.meta.get("overport"), "recipe_fp": recipe_fingerprint(entry["recipe"])}
"overport": res.meta.get("overport"), "recipe_fp": recipe_fingerprint(entry["recipe"]),
"superseded": res.meta.get("superseded") or {}}
library.upsert_game(package, build=build_info, title=entry.get("title") or store_title)
return build_info
@@ -546,9 +758,12 @@ def install_game(package: str, target: Target, reporter: Reporter, apk_only: boo
if not test_build and not apk.exists(): # the converted copy was removed after an earlier install: make it again
build_game(package, reporter)
return install_game(package, target, reporter, apk_only, add_to_library)
if not test_build and b.get("superseded"): # workarounds this build left out (upstream fixed): not in settings.conf
recipe = dataclasses.replace(recipe, patches=upstream.without_superseded(recipe.patches, b["superseded"]))
data_dir = Path(entry["data_dir"]) if entry.get("data_dir") else None
title = steam_title(entry)
result = target.install(package, title, apk, data_dir, recipe, reporter, apk_only)
result = target.install(package, title, apk, data_dir, recipe, reporter, apk_only,
data_files=entry.get("data_files"))
if add_to_library:
target.add_to_library([package], reporter)
_record_install(package, target.label, {"apk": str(apk), "result": result, "time": time.time()})
@@ -582,13 +797,14 @@ def local_game_files(package: str) -> list[Path]:
elif is_linux(g):
paths += linux_local_files(g)
else:
paths += [Path(p) for p in (g.get("apk"), g.get("data_dir")) if p]
paths += [Path(g["apk"])] if g.get("apk") else []
paths += data_paths(g)
b = g.get("build") or {}
out = output_dir().resolve()
paths += [Path(b[k]) for k in ("apk", "alt_apk") if b.get(k) and out in Path(b[k]).resolve().parents]
others = [o for o in library.games() if o.get("package") != package]
used = [Path(p).resolve() for o in others if not is_linux(o)
for p in (o.get("apk"), o.get("data_dir"), o.get("game_dir")) if p]
for p in (o.get("apk"), o.get("game_dir"), *data_paths(o)) if p]
used += [p.resolve() for o in others if is_linux(o) for p in linux_local_files(o)] # (lone AppImages: the file)
def shared(p: Path) -> bool: # the same path, a path inside it, or a folder around it belongs to another game
@@ -707,6 +923,10 @@ def install_rift(package: str, target: Target, reporter: Reporter, add_to_librar
def test_game(package: str, target: Target, reporter: Reporter, seconds: int = 45) -> dict:
result, log = target.launch_test(package, reporter, seconds)
if missing_obb(library.game(package) or {}):
from .validate.triage import add_missing_obb
add_missing_obb(result)
from .core.paths import user_data_dir
logs = user_data_dir() / "logs"
+34
View File
@@ -80,6 +80,7 @@ def suggest(analysis: Analysis, use_catalog: bool = True) -> Recipe:
recipe.status = "unsupported"
recipe.notes = f"No 64-bit ARM code ({', '.join(analysis.abis)}): the Steam Frame can't run it."
if not rift:
_static_blockers(analysis, recipe)
_non_quest(analysis, recipe)
if not rift and not entry and (analysis.extra or {}).get("frame_patched"):
# already has FramePort's adapter (e.g. a PATCHED/ build): installing it unchanged is the safe default
@@ -177,6 +178,39 @@ def warnings(recipe: Recipe) -> list[str]:
return out
def android_version_note(analysis: Analysis) -> str | None:
"""'Its manifest asks for Android 14 (API 34)…' when the APK's minimum Android is newer than the Frame's."""
from ..analysis.detect import FRAME_API, android_version, too_new_android
min_sdk = (analysis.extra or {}).get("min_sdk")
if not too_new_android(min_sdk):
return None
return (f"Its manifest asks for Android {android_version(min_sdk)} (API {min_sdk}); the Frame's Android is "
f"{android_version(FRAME_API)} (API {FRAME_API}). Apps like this often crash at start on newer Android "
"parts, but not always: a launch test tells.")
def web_wrapper_note(analysis: Analysis) -> str | None:
"""A Trusted Web Activity: the APK only opens a website in Meta's browser (analysis.detect.web_wrapper)."""
ww = (analysis.extra or {}).get("web_wrapper")
if not ww:
return None
where = f"open {ww['url']} in a browser instead" if ww.get("url") else "open the website in a browser instead"
return (f"This app looks like a website in an Android wrapper (Trusted Web Activity): it opens the site in "
f"Meta's browser, which the Frame doesn't have. If nothing opens, {where}.")
def blocker_notes(analysis: Analysis) -> list[str]:
"""Warnings read from the APK's manifest that it may not run on the Frame (whatever the recipe says). Only
warnings: the manifest alone never marks a game unsupported (owner's rule); a launch test's triage decides."""
return [n for n in (android_version_note(analysis), web_wrapper_note(analysis)) if n]
def _static_blockers(analysis: Analysis, recipe: Recipe) -> None:
for note in blocker_notes(analysis):
recipe.notes = _add(recipe.notes, note)
def _non_quest(analysis: Analysis, recipe: Recipe) -> None:
"""Android apps that aren't Meta Quest apps (analysis.detect.vr_kind)."""
kind = analysis.vr_kind
+207 -15
View File
@@ -3,10 +3,17 @@
Accepted layouts:
<folder>/<something>.apk [+ <folder>/<package>/ (OBB or raw asset data)] e.g. common downloader layouts
<folder>/<package>.apk + <folder>/obb/ FramePort/PATCHED output layout
<folder>/x.apk + <folder>/obb/<package>/ or Android/obb/<package>/ backups with an obb folder
<game>/apk/x.apk + <game>/obb/<package>/ SideQuest-style backups (one game)
<folder>/x.apk + (main|patch).<versionCode>.<package>.obb anywhere nearby found by file name (next to the APK,
<package>/apk/ + <package>/obb/, ...)
a single .apk file
(find_data has the details.)
"""
from __future__ import annotations
import contextvars
import os
import re
import zipfile
from pathlib import Path
@@ -22,13 +29,23 @@ def display_name(folder_name: str) -> str:
return re.sub(r'[<>:"/\\|?*]', "_", TAG.sub("", folder_name).strip())
def _package_of(apk: Path) -> str | None:
def _apk_ids(apk: Path) -> tuple[str | None, int | None]:
"""(package, versionCode) from the APK's manifest; None for what can't be read."""
try:
from pyaxmlparser import APK
return APK(str(apk)).package
a = APK(str(apk))
except Exception:
return None
return None, None
try:
vc = int(a.version_code)
except (TypeError, ValueError):
vc = None
return a.package, vc
def _package_of(apk: Path) -> str | None:
return _apk_ids(apk)[0]
def _is_apk(path: Path) -> bool:
@@ -39,12 +56,185 @@ def _is_apk(path: Path) -> bool:
return False
OBB_FOLDERS = ("obb", "obbs")
# folder listings, kept while scan() runs: every game of a collection searches its neighbours (slow on NTFS drives)
_LISTINGS: contextvars.ContextVar[dict | None] = contextvars.ContextVar("quest_dump_listings", default=None)
def _list(d: Path) -> list[tuple[Path, bool]]:
"""(entry, is a folder) in d, sorted; [] when it can't be read."""
cache = _LISTINGS.get()
if cache is not None and d in cache:
return cache[d]
try:
with os.scandir(d) as it:
out = sorted((Path(e.path), e.is_dir()) for e in it)
except OSError:
out = []
if cache is not None:
cache[d] = out
return out
def _subdirs(d: Path) -> list[Path]:
return [p for p, is_dir in _list(d) if is_dir and not p.name.startswith(("_", "."))]
def _has_apks(d: Path) -> bool:
return any(p.suffix.lower() == ".apk" and not is_dir for p, is_dir in _list(d))
def _child(d: Path, name: str) -> Path | None:
"""d/name, matching the name's case loosely (backups come from Windows: 'OBB', a lower-case package folder)."""
exact = d / name
if exact.is_dir():
return exact
return next((p for p in _subdirs(d) if p.name.lower() == name.lower()), None)
def _nonempty(d: Path | None) -> bool:
try:
return bool(d) and d.is_dir() and any(d.iterdir())
except OSError:
return False
def _has_obb(d: Path) -> bool:
return any(p.suffix.lower() == ".obb" and not is_dir for p, is_dir in _list(d))
def _package_dir_below(d: Path, pkg: str, depth: int, skip: Path | None = None, other_games: bool = False) \
-> Path | None:
"""A folder named like the package holding .obb files, at most `depth` levels below d. other_games: skip
folders with APKs of their own (a neighbouring game folder, e.g. another version of the same game)."""
for sub in _subdirs(d):
if skip is not None and sub == skip:
continue
if sub.name.lower() == pkg.lower():
if _has_obb(sub):
return sub
continue
if depth > 1 and not (other_games and _has_apks(sub)):
found = _package_dir_below(sub, pkg, depth - 1)
if found:
return found
return None
def _find_data_dir(apk_dir: Path, pkg: str | None) -> Path | None:
"""The folder whose contents go to Android/obb/<package>/ (so the folder holding the .obb files themselves):
<apk dir>/<package>/ downloader layouts
<apk dir>/obb/<package>/ or <apk dir>/obb/ FramePort/PATCHED output, backups with an obb folder
a <package> folder with .obb files up to 3 levels below the APK's folder (e.g. Android/obb/<package>/) or 2
below its parent (SideQuest-style backups: <game>/apk/x.apk + <game>/obb/<package>/; the parent's folders
with APKs of their own are other games and are skipped)."""
own = _child(apk_dir, pkg) if pkg else None
if _nonempty(own):
return own
for obb in (_child(apk_dir, name) for name in OBB_FOLDERS):
if obb is None:
continue
inner = _child(obb, pkg) if pkg else None
if _nonempty(inner):
return inner
if _nonempty(obb):
return obb
if not pkg:
return None
found = _package_dir_below(apk_dir, pkg, 3)
if found is None and apk_dir.parent != apk_dir:
found = _package_dir_below(apk_dir.parent, pkg, 2, skip=apk_dir, other_games=True)
return found
# Android's expansion file names: main.<versionCode>.<package>.obb, patch.<versionCode>.<package>.obb
OBB_NAME = re.compile(r"^(main|patch)\.(\d+)\.(.+)\.obb$", re.IGNORECASE)
def _named_obbs(d: Path, pkg: str) -> list[tuple[str, int, Path]]:
"""(kind, versionCode, file) of the package's expansion files directly in d."""
out = []
for f, is_dir in _list(d):
m = OBB_NAME.match(f.name)
if m and m.group(3).lower() == pkg.lower() and not is_dir:
out.append((m.group(1).lower(), int(m.group(2)), f))
return out
def _obb_folders(apk_dir: Path, pkg: str, depth: int = 3) -> list[tuple[Path, list[tuple[str, int, Path]]]]:
"""Folders holding the package's expansion files by name, nearest first: the APK's own folder, the folders below
it, its parent, then the parent's other folders (each up to `depth` levels). Folders with APKs of their own are
other games (e.g. another version of this one) and aren't searched."""
found: list[tuple[Path, list]] = []
def visit(d: Path) -> None:
obbs = _named_obbs(d, pkg)
if obbs:
found.append((d, obbs))
def below(d: Path, level: int, skip: Path | None = None) -> None:
for sub in _subdirs(d):
if sub == skip or _has_apks(sub):
continue
visit(sub)
if level > 1:
below(sub, level - 1)
visit(apk_dir)
below(apk_dir, depth)
parent = apk_dir.parent
if parent != apk_dir:
visit(parent)
below(parent, depth, skip=apk_dir)
return found
def _pick_obbs(obbs: list[tuple[str, int, Path]], version_code: int | None) -> list[Path]:
"""The expansion files for this APK: per kind (main, patch) the newest one not newer than the APK's versionCode
(expansion files keep the versionCode they were introduced with, so that's its own one when there is one); only
when there is none at all, the newest ones (another version of the game's files: better than nothing)."""
usable = [o for o in obbs if version_code is not None and o[1] <= version_code] or obbs
picked = []
for kind in ("main", "patch"):
same = sorted((vc, f) for k, vc, f in usable if k == kind)
if same:
picked.append(same[-1][1])
return picked
def find_data(apk_dir: Path, pkg: str | None, version_code: int | None = None) -> tuple[Path | None, list[str] | None]:
"""(data folder, files) for the APK in apk_dir. files is None when the whole folder is the game's data (the
layouts of _find_data_dir), else the names of the expansion files to send from it (found by file name, e.g.
lying next to the APK: the APK and anything else in that folder stay on the PC)."""
data = _find_data_dir(apk_dir, pkg)
if data is not None or not pkg:
return data, None
folders = _obb_folders(apk_dir, pkg)
if not folders:
return None, None
d, obbs = next((f for f in folders if any(vc == version_code for _, vc, _ in f[1])), folders[0])
files = _pick_obbs(obbs, version_code)
everything = {p.name for p, _ in _list(d)}
names = [f.name for f in files]
return d, (None if everything == set(names) else names)
def find_data_dir(apk_dir: Path, pkg: str | None, version_code: int | None = None) -> Path | None:
return find_data(apk_dir, pkg, version_code)[0]
# a folder that only holds the APK inside a game folder (<game>/apk/x.apk + <game>/obb/…): the game is the parent
APK_FOLDERS = ("apk", "apks")
def from_path(path: Path) -> SourceGame | None:
path = Path(path)
if path.is_file() and path.suffix.lower() == ".apk":
pkg = _package_of(path)
data = next((d for d in (path.parent / (pkg or ""), path.parent / "obb") if pkg and d.is_dir()), None)
return SourceGame(display_name(path.stem), path, data, path.parent)
pkg, vc = _apk_ids(path)
data, files = find_data(path.parent, pkg, vc)
return SourceGame(display_name(path.stem), path, data, path.parent, data_files=files)
if not path.is_dir():
return None
apks = sorted(p for p in path.glob("*.apk") if _is_apk(p))
@@ -52,13 +242,10 @@ def from_path(path: Path) -> SourceGame | None:
return None
primary = [a for a in apks if ".alt-" not in a.name]
apk = primary[0] if primary else apks[0]
pkg = _package_of(apk)
data = None
for cand in ((path / pkg) if pkg else None, path / "obb"):
if cand and cand.is_dir() and any(cand.iterdir()):
data = cand
break
return SourceGame(display_name(path.name), apk, data, path, [a for a in apks if a != apk])
pkg, vc = _apk_ids(apk)
data, files = find_data(path, pkg, vc)
game_dir = path.parent if path.name.lower() in APK_FOLDERS else path
return SourceGame(display_name(game_dir.name), apk, data, game_dir, [a for a in apks if a != apk], files)
def _no_quest_games_below(d: Path) -> bool:
@@ -77,7 +264,8 @@ def _other_folders(d: Path, game: SourceGame) -> list[Path]:
except OSError:
return []
own = {game.data_dir.resolve()} if game.data_dir else set()
return [p for p in subs if p.resolve() not in own and p.name.lower() not in ("obb", "android")]
own |= set(game.data_dir.resolve().parents) if game.data_dir else set() # e.g. Android/ of Android/obb/<pkg>
return [p for p in subs if p.resolve() not in own and p.name.lower() not in (*OBB_FOLDERS, "android")]
def scan(root: Path, depth: int = 5) -> list[SourceGame]:
@@ -111,5 +299,9 @@ def scan(root: Path, depth: int = 5) -> list[SourceGame]:
if root.is_file():
g = from_path(root)
return [g] if g else []
walk(root, 0)
token = _LISTINGS.set({})
try:
walk(root, 0)
finally:
_LISTINGS.reset(token)
return found
+4 -3
View File
@@ -21,7 +21,7 @@ class Target(ABC):
@abstractmethod
def install(self, package: str, title: str, apk: Path, data_dir: Path | None, recipe: Recipe,
reporter: Reporter, apk_only: bool = False) -> dict: ...
reporter: Reporter, apk_only: bool = False, data_files: list[str] | None = None) -> dict: ...
@abstractmethod
def add_to_library(self, packages: list[str], reporter: Reporter) -> dict: ...
@@ -33,8 +33,9 @@ class Target(ABC):
"""Start an installed game for playing, through the target's Steam (Steam library shortcut)."""
raise NotImplementedError(f"{self.label} can't launch games")
def install_linux(self, package, title, root, exe, files, appimage, openxr, reporter) -> dict:
"""Install a native arm64 Linux app (only the Frame runs them)."""
def install_linux(self, package, title, root, exe, files, appimage, openxr, reporter, x86_64=False,
desktop_entry=True) -> dict:
"""Install a Linux app (only the Frame runs them; x86_64 ones through FEX)."""
raise NotImplementedError(f"{self.label} can't install Linux apps")
def collect_diag(self, package: str | None = None) -> dict:
+28 -6
View File
@@ -7,7 +7,7 @@ from pathlib import Path
from ..core.events import Reporter
from ..core.models import Recipe
from ..frame.connection import Frame, FrameTarget, sh_quote
from ..install import installer
from ..install import drives, installer
from ..validate import device
from .base import Target
@@ -19,6 +19,12 @@ class FrameLeptonTarget(Target):
self.target = target
self.frame = Frame(target, password)
self.label = target.label
self.dest: str | None = None # where new games go; None = the library setting (drives.install_dest)
def install_dest(self) -> str | None:
"""A drive's install dir for new installs (GitHub #90), None = internal storage. Reinstalls stay where the
game is (the agent keeps an installed game's folder)."""
return self.dest if self.dest is not None else drives.install_dest()
def connect(self) -> FrameLeptonTarget:
if self.frame.client is not None and not self.frame.alive():
@@ -33,8 +39,10 @@ class FrameLeptonTarget(Target):
def installed(self) -> list[dict]:
return self.connect().frame.agent("list_installed")["games"]
def install(self, package, title, apk: Path, data_dir, recipe: Recipe, reporter: Reporter, apk_only=False):
plan = installer.InstallPlan(package, title, apk, data_dir, recipe, apk_only)
def install(self, package, title, apk: Path, data_dir, recipe: Recipe, reporter: Reporter, apk_only=False,
data_files=None):
plan = installer.InstallPlan(package, title, apk, data_dir, recipe, apk_only, dest=self.install_dest(),
data_files=data_files)
return installer.install(self.connect().frame, plan, reporter)
def add_to_library(self, packages, reporter):
@@ -60,13 +68,27 @@ class FrameLeptonTarget(Target):
def install_pcvr(self, package, title, game_dir, exe, recipe, reporter, **extra):
plan = installer.PcvrPlan(package, title, Path(game_dir), exe, recipe, extra.get("revive_dir"),
extra.get("exe_sha256"), extra.get("revive_version"), extra.get("art_lookup"))
extra.get("exe_sha256"), extra.get("revive_version"), extra.get("art_lookup"),
dest=self.install_dest())
return installer.install_pcvr(self.connect().frame, plan, reporter)
def install_linux(self, package, title, root, exe, files, appimage, openxr, reporter):
plan = installer.LinuxPlan(package, title, Path(root), exe, files, appimage, openxr)
def install_linux(self, package, title, root, exe, files, appimage, openxr, reporter, x86_64=False,
desktop_entry=True):
plan = installer.LinuxPlan(package, title, Path(root), exe, files, appimage, openxr, x86_64,
dest=self.install_dest(), desktop_entry=desktop_entry)
return installer.install_linux(self.connect().frame, plan, reporter)
def drives(self) -> list[dict]:
return drives.list_drives(self.connect().frame)
def move(self, package: str, dest: str, reporter: Reporter) -> dict:
"""Move an installed game's files to another drive (or back to internal storage: dest "internal")."""
return drives.move(self.connect().frame, package, dest, reporter)
def set_desktop_entry(self, package: str, enabled: bool) -> dict:
"""A Linux app's Desktop Mode entry on or off (GitHub #84)."""
return self.connect().frame.agent("desktop_entry", package=package, enabled=enabled)
def proton_status(self, tool: str | None = None) -> dict:
return self.connect().frame.agent("proton_status", tool=tool)
+1 -1
View File
@@ -141,7 +141,7 @@ class PcReviveTarget(Target):
return out
# ------------------------------------------------------------------ install
def install(self, package, title, apk, data_dir, recipe, reporter, apk_only=False):
def install(self, package, title, apk, data_dir, recipe, reporter, apk_only=False, data_files=None):
raise NotImplementedError("Quest (APK) games install on the Steam Frame, not on the PC")
def install_pcvr(self, package, title, game_dir, exe, recipe: Recipe, reporter: Reporter, **extra):
+20
View File
@@ -71,3 +71,23 @@ def patch(apk: Path, outdir: Path, name: str, patches: list[str], reporter: Repo
if p.returncode or not target.exists():
raise RuntimeError(f"OVRPort failed (exit {p.returncode}); see log")
return target
def runtime_lib(name: str, abi: str = "arm64-v8a") -> Path | None:
"""A library of the newest OVRPort runtime in the workspace (what `patch --version=latest` ships, e.g.
libOVRPlugin.so), or None before OVRPort downloaded one. Newest = first in the workspace's installed.json (the
release tracker's order), else the most recently unpacked runtime folder."""
import json
root = user_data_dir() / "overport-workspace" / "libraries"
if not root.is_dir():
return None
order: list[str] = []
try:
releases = json.loads((root.parent / "installed.json").read_text()).get("releases") or []
order = [str(r.get("version")) for r in releases if isinstance(r, dict)]
except (OSError, ValueError, AttributeError):
pass
found = [d for d in root.iterdir() if (d / "lib" / abi / name).is_file()]
found.sort(key=lambda d: (order.index(d.name) if d.name in order else len(order), -d.stat().st_mtime))
return found[0] / "lib" / abi / name if found else None
+245 -9
View File
@@ -34,8 +34,33 @@ NAV = [("library", tr("Library"), ft.Icons.GRID_VIEW_ROUNDED),
("screenshots", tr("Screenshots"), ft.Icons.PHOTO_LIBRARY_OUTLINED),
("live", tr("Live view"), ft.Icons.CAST_ROUNDED),
("keyboard", tr("Type on Frame"), ft.Icons.KEYBOARD_ROUNDED),
("monitor", tr("Monitor"), ft.Icons.MONITOR_HEART_OUTLINED),
("settings", tr("Settings"), ft.Icons.TUNE_ROUNDED)]
POLL_SECONDS = 30
_link_state = {"owner": None, "thread": None, "closing": False} # install links go to the newest window session
def _stop_link_watch() -> None:
"""The window is closing: no more heartbeats, so a link clicked now starts FramePort again (a heartbeat left
behind made the handler script think the closed window would take it)."""
from .. import urlhandler
_link_state["closing"] = True
urlhandler.stop_heartbeat()
def _watch_links() -> None:
"""Heartbeat for the link handler scripts (FramePort runs) + hand queued install links to the window."""
from .. import urlhandler
while not _link_state["closing"]:
urlhandler.heartbeat()
app = _link_state["owner"]
if app is not None:
for link in urlhandler.take_links():
applog.log.info("install link received")
app.page.run_thread(app.open_install_link, link, True)
time.sleep(1)
@@ -74,6 +99,7 @@ class FramePortApp:
self.screenshots_view = None # likewise (views/screenshots.ScreenshotsView): keeps the game filter
self.live_view = None # likewise (views/live.LiveView): owns the running stream, which outlives the tab
self.keyboard_view = None # likewise (views/keyboard.KeyboardView): its keyboard exists only while it's shown
self.monitor_view = None # likewise (views/monitor.MonitorView): its stream runs only while it's shown
self._typing_on_frame = False
self.exe_queue: list[str] = [] # games whose executable the user should confirm (after a scan)
self._failures: list[Job] = [] # failed installs/tests, shown together when the queue is done
@@ -82,7 +108,8 @@ class FramePortApp:
self._handled_jobs: set[int] = set() # finished jobs this session has reacted to (pop-ups, refreshes)
page.on_close = lambda e: (self.jobs.unsubscribe(self._on_job), # session gone: stop drawing into it
self.stop_live(), # and stop a live view (it would keep the Frame encoding)
self.stop_keyboard())
self.stop_keyboard(), self.stop_monitor(),
_link_state.update(owner=None) if _link_state["owner"] is self else None)
from .updater import Updater
self.updater = Updater(self) # new FramePort releases (sidebar card, Library bar, one-click update)
@@ -135,12 +162,24 @@ class FramePortApp:
threading.Thread(target=self._backfill_covers, daemon=True).start()
self.updater.start()
self.run_bg(self._refresh_catalog) # confirmed game configs from GitHub main (no release needed)
_link_state["owner"] = self
if _link_state["thread"] is None:
import atexit
from .. import urlhandler
_link_state["thread"] = threading.Thread(target=_watch_links, daemon=True)
_link_state["thread"].start()
atexit.register(_stop_link_watch)
self.run_bg(urlhandler.apply_setting) # framedrop:// + frameport:// → FramePort (Settings → General)
# ================================================================== shell
def _on_window_event(self, e) -> None:
"""Remember the window's size and position (once a resize/move ends; not while maximized or full screen) and
whether it is maximized."""
win, change = self.page.window, None
if e.type == ft.WindowEventType.CLOSE:
_stop_link_watch() # also when maximized (that returns below)
if e.type in (ft.WindowEventType.MAXIMIZE, ft.WindowEventType.UNMAXIMIZE):
change = {"maximized": e.type == ft.WindowEventType.MAXIMIZE}
elif win.maximized or win.full_screen:
@@ -319,6 +358,8 @@ class FramePortApp:
self.game_scroll = 0.0
if self.route[0] == "keyboard" and route != "keyboard":
self.stop_keyboard() # leaving the tab removes the virtual keyboard from the Frame
if self.route[0] == "monitor" and route != "monitor":
self.stop_monitor() # leaving the tab ends the Frame's monitor stream
self.route = (route, *args)
self.render()
@@ -363,6 +404,12 @@ class FramePortApp:
if self.keyboard_view is None:
self.keyboard_view = KeyboardView(self)
view = self.keyboard_view.mount()
elif kind == "monitor":
from .views.monitor import MonitorView
if self.monitor_view is None:
self.monitor_view = MonitorView(self)
view = self.monitor_view.mount()
elif kind == "settings":
view = SettingsView(self).build()
else:
@@ -400,6 +447,11 @@ class FramePortApp:
if self.frame_state != "connected":
self.stop_keyboard()
self.render()
elif self.route[0] == "monitor" and (self.monitor_view is None or self.monitor_view.root is None
or self.monitor_view.stopped or self.frame_state != "connected"):
if self.frame_state != "connected":
self.stop_monitor()
self.render()
else:
self._refresh_sidebar()
@@ -411,6 +463,10 @@ class FramePortApp:
if self.keyboard_view is not None:
self.keyboard_view.stop()
def stop_monitor(self) -> None:
if self.monitor_view is not None:
self.monitor_view.stop()
def open_game(self, package: str, advanced: bool = False, show_all: bool = False) -> None:
self.go("game", package, advanced, show_all)
@@ -762,6 +818,8 @@ class FramePortApp:
C.install_state(g, self.frame_info) in ("installed", "outdated"):
out.append((tr("Update Steam art on Frame"), ft.Icons.WALLPAPER_ROUNDED,
lambda e: self.update_steam_art(pkg)))
if C.frame_drive(g, self.frame_info) is not None: # agent v63+: games can live on a microSD card
out.append((tr("Move to…"), ft.Icons.DRIVE_FILE_MOVE_OUTLINED, lambda e: self.move_game(pkg)))
out.append((tr("Refresh store details"), ft.Icons.SYNC_ROUNDED, lambda e: self.refresh_details(pkg)))
if not job and not linux:
out.append((tr("Rebuild only (no install)") if not rift else tr("Check game files"), ft.Icons.BUILD_ROUNDED,
@@ -858,11 +916,11 @@ class FramePortApp:
def ask_frame_oculus():
# Installing an Oculus/LibOVR Rift game on the Frame: warn that it needs Revive (which can't run there)
if to != "frame":
return ask_license()
return ask_obb()
oculus = [g for g in games if g.get("kind") == "rift"
and "pcvr.revive" in (g.get("recipe") or {}).get("patches", {})]
if not oculus:
return ask_license()
return ask_obb()
boxes = {g["package"]: ft.Checkbox(label=self._title(g["package"]), value=False, active_color=T.ACCENT)
for g in oculus}
pick = C.one_choice()
@@ -877,7 +935,7 @@ class FramePortApp:
"those Oculus games need PC mode (SteamVR + Revive)."))
finished()
return
ask_license()
ask_obb()
self.page.show_dialog(ft.AlertDialog(
title=ft.Text(tr("These games can't run on the Steam Frame"), weight=ft.FontWeight.W_600),
content=ft.Container(ft.Column([
@@ -891,6 +949,39 @@ class FramePortApp:
actions=[C.ghost(tr("Cancel"), on_click=pick(cancel)),
C.primary(tr("Continue"), on_click=pick(ok))]))
def ask_obb():
# the game expects a data file (.obb) that wasn't found next to its APK: it would hang at start (#85)
missing = [g for g in games if pipeline.missing_obb(g)]
if not missing:
return ask_license()
boxes = {g["package"]: ft.Checkbox(label=self._title(g["package"]), value=False, active_color=T.ACCENT)
for g in missing}
pick = C.one_choice()
def ok(e):
nonlocal games
self.page.pop_dialog()
keep = {p for p, b in boxes.items() if b.value}
games = [g for g in games if g not in missing or g["package"] in keep]
if not games:
self.toast(tr("Nothing to install: add the games' .obb files first"))
finished()
return
ask_license()
self.page.show_dialog(ft.AlertDialog(
title=ft.Text(tr("Game data (.obb) not found"), weight=ft.FontWeight.W_600),
content=ft.Container(ft.Column([
C.body(tr("These games keep their content in a data file (.obb), and none was found next to "
"their APK. Without it they hang at start. Put the .obb files in a folder named like "
"the game's package (or obb/) next to the APK and add the folder again. Tick any you "
"still want to install.")),
*boxes.values()], spacing=T.S2, tight=True, scroll=ft.ScrollMode.AUTO), width=T.px(520),
height=T.px(min(150 + 36 * len(boxes), 480))), # fits the list; scrolls when long
bgcolor=T.SURFACE_2, shape=ft.RoundedRectangleBorder(radius=T.RADIUS),
modal=True, on_dismiss=pick(closed),
actions=[C.ghost(tr("Cancel"), on_click=pick(cancel)),
C.primary(tr("Continue"), on_click=pick(ok))]))
def ask_license():
from ..core import winhost
@@ -1179,6 +1270,69 @@ class FramePortApp:
return tr("{title}: Steam artwork updated on the Frame").format(title=self._title(pkg))
return self.submit(tr("Update Steam art: {title}").format(title=self._title(pkg)), run, pkg, "art")
def move_game(self, pkg: str) -> None:
"""Move to…: pick another drive of the Frame (microSD card, internal storage) for an installed game; the copy
runs as a Frame job (GitHub #90)."""
from ..install import drives
title = self._title(pkg)
here = C.frame_drive(library.game(pkg) or {"package": pkg}, self.frame_info)
group = ft.RadioGroup(content=ft.Column([C.meta(tr("Looking for drives…"))], spacing=T.S2))
go = C.primary(tr("Move"), ft.Icons.DRIVE_FILE_MOVE_OUTLINED, disabled=True)
found: dict[str, dict] = {}
def picked(e):
go.disabled = not group.value
C.update(go)
group.on_change = picked
def fill():
try:
listed = self._target_for("frame").drives()
except Exception as exc: # noqa: BLE001
group.content.controls = [C.meta(tr("Couldn't list the Frame's drives: {error}")
.format(error=explain(exc)))]
C.update(group)
return
rows = []
for d in listed:
key = drives.INTERNAL if d["internal"] else d["install_dir"]
current = drives.is_on({"drive": here}, d) if here else d["internal"]
found[key] = d
note = tr("it's here now") if current else \
(d.get("reason") or "") if not d.get("usable") else drives.free_text(d)
rows.append(ft.Row([
ft.Radio(value=key, active_color=T.ACCENT, disabled=current or not d.get("usable")),
ft.Icon(ft.Icons.SD_CARD_ROUNDED if d.get("removable") else ft.Icons.STORAGE_ROUNDED,
size=T.px(18), color=T.TEXT_2),
ft.Column([C.body(tr("Internal storage") if d["internal"] else d["label"], T.TEXT),
C.meta(note)], spacing=T.px(2), expand=True),
], spacing=T.S2))
group.content.controls = rows or [C.meta(tr("Only internal storage"))]
C.update(group)
def start(e):
dest = group.value
if not dest:
return
self.page.pop_dialog()
label = tr("Internal storage") if dest == drives.INTERNAL else found.get(dest, {}).get("label", dest)
def run(job: Job):
self._target_for("frame").move(pkg, dest, job.reporter)
return tr("{title} moved to {label}").format(title=title, label=label)
self.submit(tr("Move {title} to {label}").format(title=title, label=label), run, pkg, "tool-frame")
go.on_click = start
self.page.show_dialog(ft.AlertDialog(
title=ft.Text(tr("Move {title} to…").format(title=title), weight=ft.FontWeight.W_600),
content=ft.Container(ft.Column([C.body(C.HELP["move_game"]), group], spacing=T.S3, tight=True),
width=T.px(460)),
bgcolor=T.SURFACE_2, shape=ft.RoundedRectangleBorder(radius=T.RADIUS),
actions=[C.ghost(tr("Cancel"), on_click=lambda e: self.page.pop_dialog()), go]))
self.run_bg(fill)
def build_game(self, pkg: str) -> Job:
def run(job: Job):
info = pipeline.build_game(pkg, job.reporter)
@@ -1386,13 +1540,71 @@ class FramePortApp:
if f.path:
self.scan(f.path)
async def pick_windows_exe(self, e=None):
files = await ft.FilePicker().pick_files(dialog_title=tr("A Windows program (.exe)"), allow_multiple=True,
allowed_extensions=["exe"])
for f in files or []:
if f.path:
self.add_windows_exe(f.path)
def add_windows_exe(self, path: str) -> Job:
"""One Windows program: run by Proton on the Frame (flat unless it has VR), like "Add one game folder…"."""
def run(job: Job):
job.reporter.stage("Looking at the program")
g = pipeline.add_windows_exe(path, job.reporter)
try:
from ..artwork import thumbs
thumbs.prewarm(g["package"])
except Exception: # noqa: BLE001 - artwork is optional
pass
library.set_setting("ui.welcome_done", True)
self.open_game(g["package"])
return tr("Added {title}").format(title=g.get("title"))
return self.submit(tr("Add {name}").format(name=Path(path).name), run, None, "task")
def pick_link(self, e=None) -> None:
from .views.link_dialog import show_paste_dialog
show_paste_dialog(self)
def open_install_link(self, text: str, from_web: bool = False) -> None:
"""A framedrop:// / frameport:// link (from a web page's button) or a pasted one: ask, download, install."""
from .views.link_dialog import open_link
if from_web and not self.page.web:
try:
self.page.run_task(self.page.window.to_front)
except Exception: # noqa: BLE001
pass
open_link(self, text, pasted=not from_web)
def add_dropped(self, paths: list[str]) -> None:
"""Files dropped on the Library: APKs, Linux builds, Windows programs, folders, FrameDrop manifests."""
from . import dropped
for kind, path in dropped.route(paths):
if kind == "apk":
self.scan(path)
elif kind == "linux":
self.add_linux(path)
elif kind == "exe":
self.add_windows_exe(path)
elif kind == "manifest":
self.open_install_link(path)
elif kind == "folder":
self.scan(path)
else:
self.toast(tr("FramePort can't add {name}: drop an APK, a Linux build (.zip, AppImage), a Windows "
"program (.exe) or a folder").format(name=Path(path).name), error=True)
async def pick_linux_app(self, e=None):
"""An AppImage or an archive (.zip/.tar.*) with an arm64 Linux app. Any file can be picked: AppImages often
have no extension."""
from ..analysis import linux
files = await ft.FilePicker().pick_files(dialog_title=tr("A Linux app for arm64 (AppImage, .zip or .tar.gz)"),
allow_multiple=True)
title = tr("A Linux app (AppImage, .zip or .tar.gz; arm64, or x86_64 through translation)")
files = await ft.FilePicker().pick_files(dialog_title=title, allow_multiple=True)
for f in files or []:
if not f.path:
continue
@@ -1403,17 +1615,17 @@ class FramePortApp:
.format(name=Path(f.path).name), error=True)
async def pick_linux_folder(self, e=None):
path = await ft.FilePicker().get_directory_path(dialog_title=tr("Folder with a Linux app for arm64"))
path = await ft.FilePicker().get_directory_path(dialog_title=tr("Folder with a Linux app"))
if path:
self.add_linux(path)
def add_linux(self, path: str) -> Job:
"""Add a native arm64 Linux app (GitHub #31) in the background, then open its page."""
"""Add a Linux app (GitHub #31; arm64, or x86_64 through FEX) in the background, then open its page."""
name = Path(path).name
def run(job: Job):
job.reporter.stage("Looking at the app")
g = pipeline.add_linux_app(path, job.reporter) # ValueError (e.g. an x86_64 build): the job fails with it
g = pipeline.add_linux_app(path, job.reporter) # ValueError (not a Linux program): the job fails with it
pkg = g["package"]
try:
from ..artwork import thumbs
@@ -1583,6 +1795,7 @@ class FramePortApp:
def _startup(self):
from ..frame.connection import parse_target, saved_targets
self.run_bg(self._analysis_refresh)
self._art_backfill()
saved = saved_targets()
if saved:
@@ -1594,6 +1807,18 @@ class FramePortApp:
self.connect(parse_target(f"{f.user}@{f.host}"), quiet=True)
break
def _analysis_refresh(self) -> None:
"""Games analysed by an older FramePort lack fields newer fixes depend on (GitHub #104): their APKs are read
again once, in the background. Not a job: ~8 s per large APK, and the queue would hold the user's installs
for minutes (a build of such a game analyses it first itself). Recipes the user didn't edit then follow."""
if not pipeline.outdated_analyses():
return
n = pipeline.refresh_analyses()
if n:
self.refresh_view()
self.toast(tr_n("{n} game was analyzed again for new fixes", "{n} games were analyzed again for new fixes",
n))
def _art_backfill(self) -> None:
"""Rift games added before automatic artwork (or while offline): fetch it once in the background."""
from ..artwork import sources
@@ -1869,6 +2094,7 @@ class FramePortApp:
def disconnect(self):
self.stop_live()
self.stop_keyboard()
self.stop_monitor()
if self.target:
try:
self.target.close()
@@ -2067,6 +2293,16 @@ def serialize_flet_updates() -> None:
def main(argv=None):
import sys
from .. import urlhandler
args = list(sys.argv[1:] if argv is None else argv)
links = [a for a in args if "://" in a or a.lower().endswith(".json")]
for link in links: # `frameport-gui <install link>` (source/wheel installs; bundles go through the handler script)
urlhandler.drop_link(link)
if links and urlhandler.app_running():
return # the open window takes it
applog.setup("gui")
serialize_flet_updates()
from ..core import library
+168 -1
View File
@@ -29,6 +29,22 @@ def _deployment(game: dict, frame_info: dict | None) -> dict | None:
return next((d for d in (frame_info or {}).get("installed", []) if d.get("package") == game.get("package")), None)
def frame_drive(game: dict, frame_info: dict | None) -> dict | None:
"""The drive the game is installed on ({internal, path, label, missing}), None if not installed / old agent."""
from ..install.drives import game_drive
return game_drive(_deployment(game, frame_info))
def drive_note(drive: dict | None) -> str:
"""" · on SD Card" / " · SD Card not inserted" for a game on another drive, "" on internal storage."""
if not drive or drive.get("internal"):
return ""
if drive.get("missing"):
return tr(" · {label} not inserted").format(label=drive.get("label") or tr("its drive"))
return tr(" · on {label}").format(label=drive.get("label") or "")
def settings_diff(game: dict, frame_info: dict | None) -> tuple[list[str], list[str]] | None:
"""(patches turned on, patches turned off) in the app since the Frame's copy was installed; None if the same (or
unknown: installs from before FramePort recorded their recipe)."""
@@ -87,7 +103,9 @@ def install_state(game: dict, frame_info: dict | None) -> str | None:
if frame_info is None:
return None
dep = _deployment(game, frame_info)
if not dep or dep.get("apk_present") is False: # no record, or the game files are gone (half uninstalled)
# no record, or the game files are gone (half uninstalled); a game on a microSD card that isn't inserted now is
# still installed (GitHub #90)
if not dep or (dep.get("apk_present") is False and not dep.get("drive_missing")):
return "missing"
b = game.get("build") or {}
built = {b.get("sha256"), b.get("alt_sha256")} - {None}
@@ -454,3 +472,152 @@ def is_media_player(g: dict) -> bool:
patches = ((g.get("recipe") or {}).get("patches") or {})
exts = ((g.get("analysis") or {}).get("extra") or {}).get("xr_layer_exts") or []
return "adapter.equirect_emul" in patches or any(e.startswith("XR_KHR_composition_layer_equirect") for e in exts)
# ------------------------------------------------------------------------------------------ charts
def spark_points(values: list, width: float, height: float, lo: float = 0.0, hi: float | None = None,
slots: int | None = None, pad: float = 2.0) -> list[list[tuple[float, float]]]:
"""Runs of (x, y) points for a sparkline: the newest value at the right edge, one slot per value (`slots` fixes
the spacing so a young series grows from the right), None = a gap. y grows downwards (canvas coordinates)."""
n = slots or len(values)
if n < 2 or width <= 0 or height <= 0:
return []
real = [v for v in values if v is not None]
if hi is None:
hi = max(real, default=lo + 1.0)
span = (hi - lo) or 1.0
step = width / (n - 1)
x0 = width - step * (len(values) - 1)
runs, run = [], []
for i, v in enumerate(values):
if v is None:
if run:
runs.append(run)
run = []
continue
frac = min(1.0, max(0.0, (v - lo) / span))
run.append((x0 + i * step, pad + (height - 2 * pad) * (1.0 - frac)))
if run:
runs.append(run)
return runs
class Sparkline:
"""A small line chart with a soft area fill (Flet canvas, built into Flet: no charts extension). Created once;
set() replaces only the paths' elements, so a tick sends a small patch. Fills its width (on_resize)."""
def __init__(self, color: str = T.ACCENT, height: int = 36, slots: int = 120, lo: float = 0.0,
hi: float | None = None, min_slots: int = 30, fit: float | None = None):
import flet.canvas as cv
self.cv, self.slots, self.min_slots, self.lo, self.hi = cv, slots, min_slots, lo, hi
self.fit = fit # zoom to the data: a scale of at least this span around it (temperatures, fan speed)
self.width, self.height = 0.0, T.px(height)
self.values: list = []
self.target: float | None = None
self.area = cv.Path([], paint=ft.Paint(color=T.soft(color, 0.16), style=ft.PaintingStyle.FILL))
self.line = cv.Path([], paint=ft.Paint(color=color, stroke_width=T.px(1.6), style=ft.PaintingStyle.STROKE,
stroke_join=ft.StrokeJoin.ROUND, stroke_cap=ft.StrokeCap.ROUND))
self.guide = cv.Path([], paint=ft.Paint(color=T.soft(T.TEXT_3, 0.6), stroke_width=1,
style=ft.PaintingStyle.STROKE, stroke_dash_pattern=[3, 3]))
self.control = cv.Canvas([self.area, self.guide, self.line], height=self.height, expand=True,
on_resize=self._resized)
def _resized(self, e) -> None:
self.width, self.height = e.width, e.height or self.height
self._draw()
update(self.control)
def set_color(self, color: str) -> None:
self.line.paint.color = color
self.area.paint.color = T.soft(color, 0.16)
def set(self, values: list, hi: float | None = None, target: float | None = None) -> None:
"""New values (oldest first); hi overrides the top of the scale; target draws a dashed guide (e.g. 72 fps)."""
self.values, self.target = list(values)[-self.slots:], target
if hi is not None:
self.hi = hi
self._draw()
def _draw(self) -> None:
cv, w, h = self.cv, self.width, self.height
lo, hi = self.lo, self.hi
real = [v for v in self.values if v is not None]
if self.fit is not None and real:
mid, span = (max(real) + min(real)) / 2, max(self.fit, (max(real) - min(real)) * 1.3)
lo, hi = mid - span / 2, mid + span / 2
elif hi is None:
hi = max(real + [self.target or 0, self.lo + 1.0]) * 1.1
# the time window starts at min_slots points and widens to `slots` as data comes in (a new chart isn't a
# sliver at the right edge for its first minute)
runs = spark_points(self.values, w, h, lo, hi, max(self.min_slots, min(self.slots, len(self.values))))
line, area = [], []
for run in runs:
line.append(cv.Path.MoveTo(*run[0]))
line += [cv.Path.LineTo(x, y) for x, y in run[1:]]
area += [cv.Path.MoveTo(run[0][0], h), *[cv.Path.LineTo(x, y) for x, y in run],
cv.Path.LineTo(run[-1][0], h), cv.Path.Close()]
self.line.elements, self.area.elements = line, area
guide = []
if self.target is not None and w > 0:
y = spark_points([self.target, self.target], w, h, lo, hi)[0][0][1]
guide = [cv.Path.MoveTo(0, y), cv.Path.LineTo(w, y)]
self.guide.elements = guide
class MeterBar:
"""A thin horizontal bar of coloured segments (per-core load, power split); widths are fractions of the bar."""
def __init__(self, colors: list[str], height: int = 6):
self.segments = [ft.Container(bgcolor=c, expand=0, height=T.px(height)) for c in colors]
self.rest = ft.Container(expand=1000, height=T.px(height))
self.control = ft.Container(ft.Row([*self.segments, self.rest], spacing=0), bgcolor=T.SURFACE_3,
border_radius=T.px(height), height=T.px(height),
clip_behavior=ft.ClipBehavior.HARD_EDGE)
def set(self, fractions: list[float]) -> None:
"""Fractions (0..1) per segment; the rest of the bar stays empty. Expand weights are integers (per mille)."""
total = 0
for seg, f in zip(self.segments, fractions, strict=False):
seg.expand = max(0, int(round(min(1.0, max(0.0, f)) * 1000)))
seg.visible = seg.expand > 0
total += seg.expand
self.rest.expand = max(1, 1000 - total)
class LoopUpdater:
"""update() for controls changed on a background thread that Flet doesn't know (e.g. an SSH reader): the patch is
sent from Flet's event loop. Flet 1.0's desktop connection queues outgoing messages on an asyncio.Queue with
put_nowait, which from a foreign thread doesn't wake the loop: the window only showed such updates after the next
UI event (the Monitor stayed empty until a click, its charts jumped in bursts). Updates requested while one is
pending are merged into it, so a fast stream can't pile up work on the loop."""
def __init__(self, page: ft.Page):
import threading
self.page = page
self._lock = threading.Lock()
self._pending: dict[int, ft.Control] = {}
self._scheduled = False
def __call__(self, *controls: ft.Control) -> None:
with self._lock:
for c in controls:
self._pending[id(c)] = c
if self._scheduled:
return
self._scheduled = True
try:
self.page.run_task(self._flush)
except Exception: # noqa: BLE001 - no event loop (tests, shutting down): update right here
self._flush_now()
async def _flush(self) -> None:
self._flush_now()
def _flush_now(self) -> None:
with self._lock:
items = list(self._pending.values())
self._pending.clear()
self._scheduled = False
update(*items)
+51
View File
@@ -0,0 +1,51 @@
"""What to do with files dropped on the Library window (no Flet, tested directly)."""
from __future__ import annotations
import os
from pathlib import Path
MAX_LOOK = 5000 # entries looked at in a dropped folder before deciding
def _folder_kind(folder: Path) -> str:
""""folder" (APKs or a Windows game: scanned like "Scan a folder") or "linux" (Linux programs only)."""
from ..analysis import linux
elf = False
seen = 0
for root, dirs, files in os.walk(folder):
if len(Path(root).relative_to(folder).parts) >= 3:
dirs[:] = []
for name in files:
seen += 1
low = name.lower()
if low.endswith((".apk", ".exe")):
return "folder"
if not elf and ("." not in name or low.endswith(".appimage")):
elf = linux.elf_machine(Path(root) / name) is not None or linux.is_appimage(Path(root) / name)
if seen > MAX_LOOK:
return "linux" if elf else "folder"
return "linux" if elf else "folder"
def route(paths: list[str]) -> list[tuple[str, str]]:
"""[(kind, path)] with kind apk | linux | exe | manifest | folder | unknown."""
from ..analysis import linux
out = []
for raw in paths:
p = Path(raw)
low = p.name.lower()
if p.is_dir():
out.append((_folder_kind(p), raw))
elif low.endswith(".apk"):
out.append(("apk", raw))
elif low.endswith(".exe"):
out.append(("exe", raw))
elif low.endswith(".json"):
out.append(("manifest", raw))
elif p.is_file() and linux.looks_like_linux_app(p):
out.append(("linux", raw))
else:
out.append(("unknown", raw))
return out
+32
View File
@@ -65,6 +65,17 @@ HELP: dict[str, str] = _Translated({
"launch_test": "Starts the game on the Frame while nobody is wearing it and reads the log: did it start, create a "
"VR session and render frames. It can't check what you'd see: tracking only runs with the "
"headset on.",
"install_links": "Some developers put an \"Install with FrameDrop\" button on their site (the protocol of the "
"FrameDrop sideloader). FramePort reads the same links: it shows what the link offers, asks, "
"downloads it, adds it to your library and installs it on the Frame. Only https links to "
"public servers are used. Windows and Linux open these links in FramePort; on macOS, paste the "
"link into Add games → Install from a link….",
"linux_x86": "The Frame's CPU is arm64. Programs built for x86_64 PCs run through FEX, Valve's x86 translator, "
"with the x86 libraries SteamOS ships for it (glibc, Mesa) - the way Steam on the Frame runs x86 "
"Linux games. That works for many programs but is slower: use an arm64 build when there is one.",
"flatscreen": "How Lepton shows an Android app: VR (the headset shows what the app draws through OpenXR) or a "
"flat window (a phone/tablet app on a screen in the headset). Automatic picks a window for apps "
"without VR code.",
"uninstall": "Removes the game from the Frame. Saves are kept, so a reinstall picks up where you left off.",
"experimental": "Not verified on many games yet: try it if the game doesn't work without it.",
"abis": "The CPU types the game ships code for. The Frame runs only 64-bit ARM (arm64-v8a); 32-bit-only games "
@@ -118,6 +129,17 @@ HELP: dict[str, str] = _Translated({
"Storage = 4XPlayer): upload into that folder in the game's storage.",
"free_space": "Deletes the rollback copies kept from each game's previous install and leftover uploads. The "
"games and saves stay.",
"install_drive": "Where new games go on the Frame: its internal storage or another drive, such as a microSD card "
"(in a FramePort folder on it). Games you installed already stay where they are; move one with "
"right-click → Move to…. The launcher and Steam entry always stay on internal storage. Drives "
"formatted as FAT, exFAT or NTFS can't hold games (Android and Proton need Linux file "
"permissions): format the card in SteamOS first.",
"move_game": "Copies the game's files, data and saves to the other drive, checks the copy and then removes the "
"old one. The Steam entry, settings and saves stay valid. The game must be closed. A game on a "
"microSD card only starts while the card is inserted.",
"desktop_entry": "Adds the app to Desktop Mode's application menu and puts an icon on its desktop. Some apps work "
"better there, with a mouse and keyboard, than in Gaming Mode, where Steam Input turns the "
"controllers into a gamepad.",
"adapter_settings": "Sharpness, refresh rate, controllers, menus and more for this game. Changes are used the "
"next time it starts.",
"frame_summary": "Quest ✓: Lepton is installed, so Quest games can run. PC VR ✓: Proton is installed, so PC VR "
@@ -139,4 +161,14 @@ HELP: dict[str, str] = _Translated({
"diag_bundle": "A zip with FramePort's logs, the game's recipe and analysis, launch-test logs and the Frame's "
"runtime details — enough to debug without the game files. IP addresses, host and user names, "
"home folders and Steam ids are replaced by placeholders. Attach it to a GitHub issue.",
"monitor_gpu": "How much of the time the Frame's graphics chip was busy, added up from every program that draws "
"(the game, SteamVR's compositor, Steam). Near 100 % the game can't keep its frame rate.",
"monitor_pressure": "Memory in use by everything on the Frame. \"Waiting\" is the share of time programs had to "
"wait for memory in the last 10 s: when it climbs, the Frame is running out and may freeze or "
"close a game.",
"monitor_power": "What the whole Frame draws right now (its main power rail), with the share of the CPU and the "
"graphics chip. Higher power means more heat and a shorter battery.",
"monitor_filter": "Game: the running FramePort game's processes (its Android container or Proton) plus the busiest "
"others. Steam & SteamVR: Steam, SteamVR and the desktop. All: every program of your user on "
"the Frame. A lock marks programs whose end would close Steam, SteamVR or the desktop.",
})
+65 -3
View File
@@ -7,7 +7,8 @@ from typing import TYPE_CHECKING
import flet as ft
from ...core import library
from ...i18n import tr
from ...errors import explain
from ...i18n import tr, tr_n
from .. import components as C
from .. import theme as T
from ..battery import label as battery_label
@@ -82,6 +83,64 @@ class FrameView:
return C.section(tr("Ready to play"), C.card(ft.Column(rows, spacing=0),
padding=ft.Padding(T.S4, T.S2, T.S4, T.S2)))
def storage(self, info: dict) -> ft.Control:
"""Drives games can go on (GitHub #90) and where new games go. The list comes from the Frame in the
background."""
from ...install import drives
app = self.app
current = drives.install_dest()
pick = ft.Dropdown(label=tr("Install new games to"), value=current or drives.INTERNAL, width=T.px(380),
dense=True, border_color=T.BORDER, text_size=T.T_BODY, disabled=True,
options=[ft.DropdownOption(key=drives.INTERNAL, text=tr("Internal storage"))])
rows = ft.Column([C.meta(tr("Looking for drives…"))], spacing=T.px(6))
def choose(e):
value = e.control.value or drives.INTERNAL
drives.set_install_dest(None if value == drives.INTERNAL else value)
label = next((o.text for o in pick.options if o.key == value), value)
app.toast(tr("New games go to {label}").format(label=label))
pick.on_select = choose
def name(d: dict) -> str:
return tr("Internal storage") if d["internal"] else d["label"]
def fill():
try:
found = app.target.drives() if app.target else []
except Exception as exc: # noqa: BLE001 - shown in place of the list
rows.controls = [C.meta(tr("Couldn't list the Frame's drives: {error}").format(error=explain(exc)))]
C.update(rows)
return
opts, lines = [], []
for d in found:
free = drives.free_text(d)
if d.get("usable"):
opts.append(ft.DropdownOption(key=drives.INTERNAL if d["internal"] else d["install_dir"],
text=" · ".join(filter(None, [name(d), free]))))
state = tr_n("{n} game", "{n} games", d.get("games", 0)) if d.get("usable") else \
tr("can't hold games: {reason}").format(reason=d.get("reason") or "")
lines.append(ft.Row([
ft.Icon(ft.Icons.SD_CARD_ROUNDED if d.get("removable") else ft.Icons.STORAGE_ROUNDED,
size=T.px(18), color=T.TEXT_2 if d.get("usable") else T.TEXT_3),
C.body(name(d), T.TEXT if d.get("usable") else T.TEXT_3, expand=True),
C.meta(" · ".join(filter(None, [d.get("fstype"), free, state]))),
], spacing=T.S2))
if current and not any(o.key == current for o in opts): # the chosen card isn't inserted now
label = current.rstrip("/").rsplit("/", 2)[-2] if current.rstrip("/").endswith("/FramePort") \
else current
opts.append(ft.DropdownOption(key=current, text=tr("{label} (not inserted)").format(label=label)))
pick.options = opts or pick.options
pick.disabled = len(opts) < 2
rows.controls = lines or [C.meta(tr("Only internal storage"))]
C.update(pick)
C.update(rows)
app.run_bg(fill)
return C.section(tr("Storage"), C.card(ft.Column([pick, rows], spacing=T.S3), padding=T.S4),
help="install_drive")
def installed(self, info: dict) -> ft.Control:
"""The list fills in the background (icon thumbnails may need creating the first time)."""
items = info.get("installed") or []
@@ -105,6 +164,7 @@ class FrameView:
return spacer
from ...artwork import thumbs
from ...install.drives import game_drive as drive_of
from .files_dialog import show_files_dialog
from .library import display_title, twins
@@ -121,7 +181,9 @@ class FrameView:
sub = (tr("PC VR · Proton") + (tr(" + Revive") if d.get("revive") else "")) if pcvr else \
(C.platform(games[pkg])[0] if in_lib else tr("Linux") if d.get("kind") == "linux" else tr("Quest"))
sub += (tr(" · {value:.1f} GiB").format(value=size / 2**30) if size >= 2**30
else tr(" · {value:.0f} MiB").format(value=size / 2**20))
else tr(" · {value:.0f} MiB").format(value=size / 2**20)) if size or not d.get("drive_missing") \
else ""
sub += C.drive_note(drive_of(d))
title = display_title(games[pkg], tw) if in_lib else (d.get("title") or pkg)
rows.append(ft.Container(ft.Row([
C.art_fill(art, radius=T.px(8), width=T.px(44), height=T.px(44)),
@@ -391,5 +453,5 @@ class FrameView:
return self.wizard()
return ft.Column([
app.top_bar(tr("Steam Frame"), tr("Your headset, what it's ready for and what's installed")),
self.device_card(info), self.readiness(info), self.installed(info),
self.device_card(info), self.readiness(info), self.storage(info), self.installed(info),
], spacing=T.S5, scroll=ft.ScrollMode.AUTO, expand=True)
+59 -2
View File
@@ -9,6 +9,7 @@ from typing import TYPE_CHECKING
import flet as ft
from ... import pipeline
from ...analysis.detect import android_version, too_new_android
from ...artwork import thumbs
from ...core import library
from ...i18n import tr, tr_n
@@ -168,6 +169,10 @@ class GameView:
rift_platform = self.rift and (g["analysis"].get("extra") or {}).get("platform_sdk")
frame_color = (T.TEXT_3 if (rift_oculus or rift_platform) and not frame_ok else
T.OK if st == "installed" else T.WARN if st == "outdated" else T.TEXT_3)
drive = C.frame_drive(g, app.frame_info) if frame_ok else None # a microSD card (GitHub #90)
frame_line += C.drive_note(drive)
if drive and drive.get("missing"):
frame_color = T.WARN
frame_sub = (tr("Oculus game — needs Revive, which doesn't run on the Frame. Play it on this PC (SteamVR).")
if rift_oculus else
tr("Needs the Oculus Platform (Meta Horizon app) for its license check, which the Frame doesn't "
@@ -269,7 +274,32 @@ class GameView:
C.body(tr("The Frame's Steam library still shows the old artwork."), T.TEXT, expand=True),
C.secondary(tr("Update Steam art on Frame"), ft.Icons.IMAGE_OUTLINED,
lambda e: self.app.update_steam_art(pkg))]), "info", ft.Icons.IMAGE_OUTLINED))
if recipe.status == "unsupported":
min_sdk = extra.get("min_sdk")
too_new = not self.rift and not self.linux and too_new_android(min_sdk)
if too_new:
# whatever the recipe says: the manifest asks for a newer Android (a warning only, a launch test decides)
out.append(C.callout(tr("Its manifest asks for Android {version} (API {api}); the Frame's Android is 11 "
"(API 30). Apps like this often crash at start, but not always: try it, a "
"launch test tells.").format(version=android_version(min_sdk), api=min_sdk),
"warn", ft.Icons.PHONELINK_ERASE_ROUNDED))
if pipeline.missing_obb(g):
out.append(C.callout(tr("This game's data file (.obb) wasn't found next to the APK. Put the .obb files "
"in a folder named {package} (or obb/) next to the APK and add the folder again; "
"without it the game hangs at start.").format(package=pkg), "error",
ft.Icons.FOLDER_OFF_ROUNDED))
web = (extra.get("web_wrapper") or None) if not self.rift and not self.linux else None
if web:
out.append(C.callout(ft.Column([
C.body(tr("This app looks like a website in an Android wrapper: it opens the site in Meta's "
"browser, which the Frame doesn't have. If nothing opens, use the website in a browser "
"instead."), T.TEXT)]
+ ([C.meta(web["url"], T.TEXT_2, selectable=True)] if web.get("url") else []), spacing=T.px(4)),
"warn", ft.Icons.LANGUAGE_ROUNDED))
static = " ".join(engine.blocker_notes(library.analysis_from_dict(g["analysis"]))) \
if (too_new or web) else ""
if static and recipe.notes.strip() == static:
pass # the recipe's note says the same (shown above)
elif recipe.status == "unsupported":
out.append(C.callout(recipe.notes or tr("This game can't run on the Steam Frame."), "error"))
elif recipe.notes and not (self.rift and extra.get("platform_sdk")):
out.append(C.callout(recipe.notes, "info"))
@@ -431,15 +461,33 @@ class GameView:
C.kv(tr("Program"), ft.Row([C.body(g.get("exe") or "", T.TEXT, selectable=True)]
+ ([change] if change else []), spacing=T.S2, wrap=True)),
C.kv(tr("AppImage"), tr("Yes") if extra.get("appimage") else tr("No"), "appimage"),
C.kv(tr("CPU"), tr("x86_64: runs through FEX (x86 translation, slower; FramePort installs FEX on the "
"Frame)") if extra.get("x86_64") else tr("arm64 (runs natively)"), "linux_x86"),
C.kv(tr("VR (OpenXR)"), tr("Yes: uses the Frame's OpenXR runtime") if vr else
tr("No: a 2D app")),
C.kv(tr("Source"), extra.get("source") or g.get("game_dir") or ""),
C.kv(tr("Desktop Mode"), C.switch(tr("In the menu and on the desktop"),
value=g.get("desktop_entry", True) is not False,
on_change=self.set_desktop_entry), "desktop_entry"),
]
return C.section(tr("What FramePort will do"), C.card(ft.Column([
ft.Row([ft.Icon(ft.Icons.TERMINAL_ROUNDED, color=T.PC, size=T.px(18)),
C.body(lead, T.TEXT, weight=ft.FontWeight.W_500, expand=True)], spacing=T.S2),
*rows], spacing=T.S3)), help="linux_app")
def set_desktop_entry(self, e) -> None:
"""A Linux app's Desktop Mode entry (GitHub #84): kept with the game, applied on the Frame at once when it's
installed there (else at the next install)."""
app, pkg, on = self.app, self.package, bool(e.control.value)
def work():
library.upsert_game(pkg, desktop_entry=on)
if app.frame_state == "connected" and app.target and \
C.install_state(self.g, app.frame_info) in ("installed", "outdated"):
app.target.set_desktop_entry(pkg, on)
app.toast(tr("Added to Desktop Mode") if on else tr("Removed from Desktop Mode"))
app.run_bg(work)
def recipe_summary(self) -> ft.Control:
if self.linux:
return self.linux_summary()
@@ -513,6 +561,9 @@ class GameView:
state = {"recipe": recipe}
warn = C.body("", T.WARN)
technical = bool(library.setting("ui.patch_details", False)) # remembered for every game
# workarounds the last build left out because OVRPort's output already had the fix (patches/upstream.py)
superseded = (g.get("build") or {}).get("superseded") or {}
upstream_note = tr("Not needed in the last build: OVRPort fixed this itself.")
def save(r):
r.source = "user"
@@ -572,12 +623,16 @@ class GameView:
vals = recipe_values(g)
changed = sum(1 for k, v in vals.items() if v != default(k))
fixed = [base.get(pid).title for pid in superseded if pid.startswith("adapter.")]
fixed_note = [C.meta(tr("Not needed in the last build, OVRPort fixed it itself: {names}").format(
names=", ".join(tr(t) for t in fixed)), T.TEXT_3)] if fixed else []
sections.append(C.card(ft.Row([
ft.Column([ft.Row([C.body(CATEGORY_TITLES[cat], T.TEXT, weight=ft.FontWeight.W_600),
C.help_icon("cat_adapter")], spacing=T.S2),
C.meta(tr_n("{n} setting changed from the default",
"{n} settings changed from the default", changed) if changed
else tr("All at their defaults"))], spacing=T.px(2), expand=True),
else tr("All at their defaults")), *fixed_note], spacing=T.px(2),
expand=True),
C.secondary(tr("Change settings…"), ft.Icons.TUNE_ROUNDED,
lambda e: app.settings_dialog(package)),
], spacing=T.S3), padding=ft.Padding(T.S4, T.S3, T.S4, T.S3)))
@@ -594,6 +649,8 @@ class GameView:
shown = tr(reason).replace("overport", "OVRPort") if technical else \
plain_reason(reason, p.default_on)
sub.insert(0, C.meta(shown, T.ACCENT))
if on and p.id in superseded:
sub.append(C.meta(upstream_note, T.TEXT_3))
extra = None
choices = getattr(p, "CHOICES", None)
if choices: # a plain choice instead of a switch + text field (e.g. Proton: Experimental / Stable)
+21 -2
View File
@@ -225,8 +225,12 @@ class LibraryView:
icon=ft.Icons.CREATE_NEW_FOLDER_ROUNDED, on_click=app.pick_game_folder),
ft.PopupMenuItem(content=ft.Text(tr("Add an APK file…")), icon=ft.Icons.ANDROID_ROUNDED,
on_click=app.pick_apk),
ft.PopupMenuItem(content=ft.Text(tr("Add a Windows program (.exe)…")),
icon=ft.Icons.DESKTOP_WINDOWS_ROUNDED, on_click=app.pick_windows_exe),
ft.PopupMenuItem(content=ft.Text(tr("Install from a link…")), icon=ft.Icons.LINK_ROUNDED,
on_click=app.pick_link),
ft.PopupMenuItem(), # divider: native Linux apps (GitHub #31)
ft.PopupMenuItem(content=ft.Text(tr("Add a Linux app (arm64)…")), icon=ft.Icons.TERMINAL_ROUNDED,
ft.PopupMenuItem(content=ft.Text(tr("Add a Linux app…")), icon=ft.Icons.TERMINAL_ROUNDED,
on_click=app.pick_linux_app),
ft.PopupMenuItem(content=ft.Text(tr("Add a Linux app folder…")), icon=ft.Icons.FOLDER_ROUNDED,
on_click=app.pick_linux_folder)],
@@ -247,13 +251,28 @@ class LibraryView:
alignment=ft.MainAxisAlignment.END,
vertical_alignment=ft.CrossAxisAlignment.CENTER), expand=3)],
vertical_alignment=ft.CrossAxisAlignment.CENTER, spacing=T.S3),
self.update_bar, self.resume_bar, self.hint, self.filters, self.body, self.sel_bar,
self.update_bar, self.resume_bar, self.hint, self.filters, self._drop_area(self.body), self.sel_bar,
], expand=True, spacing=T.S4)
# skeleton cards until the first batch arrives
n = min(len(library.games()), 15)
self.grid.controls = [ft.Container(bgcolor=T.SURFACE, border_radius=T.RADIUS, border=ft.Border.all(1, T.BORDER),
opacity=0.6) for _ in range(n)]
def _drop_area(self, content: ft.Control) -> ft.Control:
"""APKs, Linux builds, Windows programs, folders and FrameDrop manifests dragged in from the file manager are
added (packaged app only: flet-dropzone, see files.dropzone_available)."""
from .files import dropzone_available
if not dropzone_available():
return content
import flet_dropzone as ftd
def dropped(e):
paths = [f.path for f in e.files if f.path and not f.path.startswith("blob:")]
if paths:
self.app.add_dropped(paths)
return ftd.Dropzone(content=content, expand=True, on_dropped=dropped)
# ---------------------------------------------------------------- public
def mount(self) -> ft.Control:
self._update_hint()
+138
View File
@@ -0,0 +1,138 @@
"""Install links ("Install with FrameDrop" buttons, frameport:// links, pasted links): read the manifest, ask the user,
download, add to the library and install on the Frame. The protocol itself is in deeplink.py (no Flet)."""
from __future__ import annotations
from typing import TYPE_CHECKING
import flet as ft
from ... import deeplink, pipeline
from ...core import library
from ...i18n import fmt_size, tr
from .. import components as C
from .. import theme as T
if TYPE_CHECKING:
from ..app import FramePortApp
from ..jobs import Job
def kind_label(kind: str | None) -> str:
return {deeplink.APK: tr("Android app (APK)"), deeplink.LINUX: tr("Linux build"),
deeplink.EXE: tr("Windows program"), deeplink.OBB: tr("game data (OBB)")}.get(kind or "", tr("other file"))
def show_paste_dialog(app: FramePortApp) -> None:
"""Add games → "Install from link…": paste a FrameDrop/FramePort button link, a manifest or a file URL."""
field = ft.TextField(label=tr("Link"), hint_text="https://framedropvr.com/install?manifest=…", autofocus=True,
width=T.px(560), border_color=T.BORDER)
def go(e=None):
text = (field.value or "").strip()
if not text:
return
app.page.pop_dialog()
open_link(app, text, pasted=True)
field.on_submit = go
app.page.show_dialog(ft.AlertDialog(
title=ft.Text(tr("Install from a link")), bgcolor=T.SURFACE_2,
content=ft.Column([
C.body(tr("Paste the address of an \"Install with FrameDrop\" button (right-click it → Copy link), a "
"FramePort or FrameDrop manifest (.json) or a direct link to an APK, a Linux build (.zip) or a "
"Windows program (.exe).")),
ft.Row([field, C.help_icon("install_links")]),
], tight=True, spacing=T.S3, width=T.px(600)),
actions=[C.ghost(tr("Cancel"), on_click=lambda e: app.page.pop_dialog()),
C.primary(tr("Continue"), ft.Icons.ARROW_FORWARD_ROUNDED, on_click=go)]))
def open_link(app: FramePortApp, text: str, pasted: bool = False) -> None:
"""A link from a web page (framedrop://, frameport://) or pasted: read what it offers in the background, then ask
before anything is downloaded."""
try:
req = deeplink.parse(text)
except deeplink.LinkError as exc:
app.toast(tr("Can't use that link: {reason}").format(reason=str(exc)), error=True)
return
def run(job: Job):
job.reporter.stage("Reading the install link")
m = deeplink.fetch_manifest(req)
sizes = {f.url: deeplink.head_size(f.url) for f in m.files}
icon = deeplink.fetch_icon(m) # FramePort's manifest extension (None without one)
app.page.run_thread(lambda: _confirm(app, m, sizes, pasted, icon))
return tr("{name}: waiting for your answer").format(name=m.name)
app.submit(tr("Install link: {host}").format(host=_host(req.source)), run, None, "task")
def _host(url: str) -> str:
from urllib.parse import urlsplit
return (urlsplit(url).hostname or url) if "://" in url else url
def _header(m: deeplink.Manifest, icon) -> ft.Control | None:
"""The manifest's icon and description (FramePort-only fields), when it has them."""
from ...artwork import thumbs
if not icon and not m.description:
return None
text = m.description if len(m.description) <= 400 else m.description[:400].rsplit(" ", 1)[0] + "…"
parts = []
if icon:
parts.append(ft.Image(src=thumbs.asset_url(icon), width=T.px(64), height=T.px(64), fit=ft.BoxFit.CONTAIN,
border_radius=T.RADIUS_SM))
if text:
parts.append(ft.Container(C.body(text, T.TEXT, selectable=True), expand=True))
return ft.Row(parts, spacing=T.S3, vertical_alignment=ft.CrossAxisAlignment.START)
def _confirm(app: FramePortApp, m: deeplink.Manifest, sizes: dict, pasted: bool, icon=None) -> None:
rows = []
header = _header(m, icon)
if header:
rows.append(header)
for f in m.files:
size = sizes.get(f.url)
# the file name on its own line (long names end in "…", the full name on hover), the facts below it
rows.append(ft.Column([
C.body(f.filename, T.TEXT, weight=ft.FontWeight.W_500, max_lines=1, overflow=ft.TextOverflow.ELLIPSIS,
tooltip=f.filename),
C.meta(" · ".join(p for p in (kind_label(f.kind), fmt_size(size) if size else "",
tr("checksum checked") if f.sha256 else tr("no checksum")) if p)),
], spacing=T.px(2), tight=True))
frame = app.frame_state == "connected"
notes = [C.callout(tr("Only install software from sites you trust. FramePort downloads it from {host} and "
"installs it on your Frame.").format(host=m.host or _host(m.source)), "warn")]
if not frame:
notes.append(C.callout(tr("No Frame is connected: the game is added to your library now and installs once "
"the Frame is connected."), "info"))
if m.main.kind == deeplink.LINUX:
notes.append(C.body(tr("Linux builds must be made for arm64 (x86_64 builds run through translation, slower)."),
T.TEXT_3))
heading = tr("Install {name}?").format(name=m.name)
intro = tr("You pasted a link to {name}.") if pasted else tr("A web page asked FramePort to install {name}.")
C.confirm(app.page, heading, intro.format(name=m.name), tr("Download and install"),
lambda: download_and_install(app, m, icon),
extra=ft.Column([*rows, *notes], spacing=T.S2, tight=True))
def download_and_install(app: FramePortApp, m: deeplink.Manifest, icon=None) -> Job:
def run(job: Job):
rep = job.reporter
path = deeplink.download(m, rep)
rep.stage("Adding to the library")
g = pipeline.add_from_link(m, path, rep, icon=icon)
pkg = g["package"]
try:
from ...artwork import thumbs
thumbs.prewarm(pkg)
except Exception: # noqa: BLE001 - artwork is optional
pass
library.set_setting("ui.welcome_done", True)
app.open_game(pkg)
app.page.run_thread(lambda: app.install(pkg, "frame")) # asks the usual install questions, then queues it
return tr("Downloaded {name}").format(name=g.get("title") or m.name)
return app.submit(tr("Download {name}").format(name=m.name), run, None, "task")
+28 -9
View File
@@ -26,7 +26,7 @@ QUALITIES = [("360p", tr("360p (lightest)")), ("480p", "480p"), ("720p", tr("720
def status_text(st: dict) -> str:
"""One line for the relay's status (livestream.Relay.status)."""
"""One line for the stream's status (livestream.LiveStream.status)."""
if st.get("ended"):
return tr("Stopped: {why}").format(why=st["ended"])
if not st.get("ready"):
@@ -34,6 +34,10 @@ def status_text(st: dict) -> str:
parts = [tr("Live")]
if st.get("width"):
parts.append(f"{st['width']}×{st['height']}")
if st.get("fps"):
parts.append(tr("{fps} fps").format(fps=st["fps"]))
if st.get("encoder"):
parts.append(tr("hardware encoder") if st["encoder"] == "hardware" else tr("software encoder"))
secs = max(st.get("seconds") or 0, 1)
parts.append(tr("{rate}/s").format(rate=human(int((st.get("bytes") or 0) / secs))))
n = st.get("viewers") or 0
@@ -41,6 +45,16 @@ def status_text(st: dict) -> str:
return " · ".join(parts)
def health_text(st: dict) -> str:
"""A warning when the Frame dropped frames in the encoder's last 10 s (hardware encoder only), else ""."""
if not st.get("dropping") or st.get("ended"):
return ""
return tr_n("The Frame can't keep up at this quality: {n} frame dropped in the last 10 seconds. "
"Choose a lower quality for a smoother picture.",
"The Frame can't keep up at this quality: {n} frames dropped in the last 10 seconds. "
"Choose a lower quality for a smoother picture.", st.get("dropped") or 0)
def default_quality() -> str:
from ...install.livestream import DEFAULT_QUALITY
@@ -65,6 +79,7 @@ class LiveView:
self.open_btn = C.secondary(tr("Open viewer"), ft.Icons.OPEN_IN_NEW_ROUNDED, self._open)
self.stop_btn = C.ghost(tr("Stop"), ft.Icons.STOP_ROUNDED, self._stop_click)
self.url = C.meta("", selectable=True)
self._push = None # components.LoopUpdater (updates from background threads; a direct update dropped patches)
# ---------------------------------------------------------------- building
def mount(self) -> ft.Control:
@@ -92,8 +107,8 @@ class LiveView:
"full screen. It shows the headset's view with its sound "
"(click Sound on in the player) whatever is running: Steam's menus, SteamVR or a game; "
"while the headset sleeps the picture is black and updates about once a second. "
"Streaming costs the Frame a little performance; "
"stop it when you're done.")),
"The Frame's hardware video encoder does the work (if it isn't available, the "
"processor does, which costs a game more); stop the stream when you're done.")),
], spacing=T.S4, horizontal_alignment=ft.CrossAxisAlignment.STRETCH)
self._refresh(update=False)
self._ensure_ticker()
@@ -106,20 +121,24 @@ class LiveView:
self.dot.bgcolor, self.state.value = T.TEXT_3, tr("Not streaming")
self.detail.value = tr("Starts a video stream on the Frame and opens it in your browser.")
else:
st = live.relay.status()
st = live.status()
ok = running and st.get("ready")
self.dot.bgcolor = T.OK if ok else T.ERROR if st.get("ended") else T.WARN
warning = health_text(st) if ok else ""
self.dot.bgcolor = T.WARN if warning else T.OK if ok else T.ERROR if st.get("ended") else T.WARN
self.state.value = status_text(st)
self.detail.value = "" if ok or st.get("ended") else tr("The first picture takes a few seconds.")
self.detail.value = (warning if ok else "" if st.get("ended")
else tr("The first picture takes a few seconds."))
self.start_btn.visible = not running
self.start_btn.disabled = self._busy
self.open_btn.visible = self.stop_btn.visible = running
self.quality_dd.disabled = running or self._busy
self.url.value = (tr("Viewer address on this PC: {url}").format(url=live.url) if running else "")
self.url.visible = running
if update:
C.update(self.dot, self.state, self.detail, self.start_btn, self.open_btn, self.stop_btn,
self.quality_dd, self.url)
if update: # called from the ticker / start / stream-end threads: send through Flet's event loop
if self._push is None:
self._push = C.LoopUpdater(self.app.page)
self._push(self.dot, self.state, self.detail, self.start_btn, self.open_btn, self.stop_btn,
self.quality_dd, self.url)
def _ensure_ticker(self) -> None:
if self._ticker and self._ticker.is_alive():
+746
View File
@@ -0,0 +1,746 @@
"""Monitor: a live view of the Frame — the running game (fps, CPU/GPU/memory), CPU, GPU, memory, temperatures, power
and battery with 2-minute sparklines, and its processes (end or kill one, end a game). Streamed by the agent's
`_monitor` session (frame/monitor.py) only while the tab is shown: app.go / app.disconnect / closing the window call
stop(), and the agent ends the stream at EOF, so nothing keeps running on the Frame.
Built once and updated in place (CLAUDE.md performance rules): a tick changes values, colours and sparkline paths;
the process table is a fixed pool of rows re-bound to the newest data, so clicks and menus keep working."""
from __future__ import annotations
import threading
from typing import TYPE_CHECKING
import flet as ft
from ...errors import explain
from ...frame import monitor as M
from ...i18n import tr
from .. import components as C
from .. import theme as T
if TYPE_CHECKING:
from ..app import FramePortApp
ROWS = 50 # process rows shown at most (the agent sends up to 150; the search narrows them)
DETAIL_HEIGHT = 250 # the three detail cards share one height (px at 100 %)
RETRY_SECONDS = 5 # reconnect after the stream was lost, while the tab is open
LEVEL_COLOR = {"ok": T.TEXT, "warn": T.WARN, "error": T.ERROR}
GROUP_COLOR = {"Game": T.ACCENT, "Steam": T.INFO, "SteamVR": T.PC, "Desktop": T.TEXT_2, "Other": T.TEXT_3}
CLUSTER_COLORS = (T.INFO, T.ACCENT, T.PC, T.OK)
POWER_COLORS = (T.INFO, T.ACCENT, T.PC, T.TEXT_3) # CPU, GPU, NPU, other
def label(name: str) -> str:
"""The shown (translated) name of a process group or sensor group from the stream (literal tr() calls so
scripts/i18n_extract.py finds them)."""
return {"Game": tr("Game"), "Steam": tr("Steam"), "SteamVR": tr("SteamVR"), "Desktop": tr("Desktop"),
"Other": tr("Other"), "CPU": tr("CPU"), "GPU": tr("GPU"), "Memory": tr("Memory"),
"Battery": tr("Battery"), "NPU": tr("NPU"), "Power ICs": tr("Power ICs"), "Modem": tr("Modem"),
"Camera": tr("Camera"), "Storage": tr("Storage")}.get(name, name)
class Tile:
"""One metric: label, big value, a sub-line and a 2-minute sparkline."""
def __init__(self, label: str, icon: str, color: str, hi: float | None = None, help_key: str | None = None):
self.color = color
self.value = ft.Text("–", size=T.px(26), weight=ft.FontWeight.W_600, color=T.TEXT)
self.sub = C.meta("", max_lines=1, overflow=ft.TextOverflow.ELLIPSIS)
self.spark = C.Sparkline(color, height=34, hi=hi)
row = ft.Row([ft.Icon(icon, size=T.px(16), color=color), C.meta(label)], spacing=T.S2,
vertical_alignment=ft.CrossAxisAlignment.CENTER)
if help_key:
row.controls.append(C.help_icon(help_key, 14))
head = ft.Container(row, height=T.px(22))
self.control = C.card(ft.Column([head, self.value, self.sub, self.spark.control], spacing=T.px(4)),
padding=T.S3, col={"xs": 12, "sm": 6, "md": 4, "xl": 2})
def set(self, value: str, sub: str, series: list, lvl: str = "ok", target: float | None = None) -> None:
self.value.value, self.sub.value = value, sub
self.value.color = LEVEL_COLOR[lvl]
self.spark.set_color(self.color if lvl == "ok" else LEVEL_COLOR[lvl])
self.spark.set(series, target=target)
class ProcRow:
"""A pooled process row: created once, bound to whichever process is shown at its position."""
def __init__(self, view: MonitorView):
self.view, self.proc = view, None
self.lock = ft.Icon(ft.Icons.LOCK_OUTLINE_ROUNDED, size=T.px(14), color=T.WARN, visible=False,
tooltip=tr("Ending this stops Steam, SteamVR or the desktop"))
self.chevron = ft.Icon(ft.Icons.CHEVRON_RIGHT_ROUNDED, size=T.px(16), color=T.TEXT_2, visible=False)
self.indent = ft.Container(width=T.px(22), visible=False)
self.name = ft.Text("", size=T.T_BODY, color=T.TEXT, max_lines=1, overflow=ft.TextOverflow.ELLIPSIS)
self.pid = C.meta("")
self.group = ft.Text("", size=T.T_SMALL, weight=ft.FontWeight.W_600)
self.group_box = ft.Container(self.group, border_radius=T.px(20),
padding=ft.Padding(T.px(8), T.px(2), T.px(8), T.px(2)))
self.cpu, self.gpu, self.mem, self.age = (ft.Text("", size=T.T_BODY, color=T.TEXT_2,
text_align=ft.TextAlign.RIGHT) for _ in range(4))
dots = ft.GestureDetector(ft.Icon(ft.Icons.MORE_HORIZ_ROUNDED, size=T.px(18), color=T.TEXT_2),
on_tap_down=lambda e: self.view.open_menu(self.proc, e.global_position),
mouse_cursor=ft.MouseCursor.CLICK)
cells = [ft.Container(ft.Row([self.indent, self.chevron, self.lock, self.name], spacing=T.px(6), tight=True),
expand=True),
ft.Container(self.pid, width=T.px(70)), ft.Container(self.group_box, width=T.px(96)),
ft.Container(self.cpu, width=T.px(64)), ft.Container(self.gpu, width=T.px(64)),
ft.Container(self.mem, width=T.px(84)), ft.Container(self.age, width=T.px(76)),
ft.Container(dots, width=T.px(32), alignment=ft.Alignment.CENTER)]
self.box = ft.Container(ft.Row(cells, spacing=T.S2, vertical_alignment=ft.CrossAxisAlignment.CENTER),
padding=ft.Padding(T.S3, T.px(6), T.S2, T.px(6)), border_radius=T.RADIUS_SM,
on_hover=self._hover, on_click=self._click)
self.control = ft.GestureDetector(self.box, visible=False,
on_secondary_tap_down=lambda e: self.view.open_menu(self.proc,
e.global_position))
def _click(self, e) -> None:
if self.proc and self.proc.get("kind") == "group": # a group row opens / closes its processes
self.view.toggle_group(self.proc)
def _hover(self, e) -> None:
self.box.bgcolor = T.SURFACE_2 if e.data in (True, "true") else None
C.update(self.box)
def bind(self, p: dict | None) -> None:
self.proc = p
self.control.visible = p is not None
if p is None:
return
kind = p.get("kind", "proc")
group_name = M.group_label(p.get("group", ""))
color = GROUP_COLOR[group_name]
self.chevron.visible, self.indent.visible = kind == "group", kind == "member"
if kind == "group":
self.chevron.name = ft.Icons.EXPAND_MORE_ROUNDED if p.get("expanded") else ft.Icons.CHEVRON_RIGHT_ROUNDED
self.name.value = f"{p.get('name', '')} ×{p['count']}" if kind == "group" else p.get("name", "")
self.name.color = T.TEXT_3 if p.get("context") else T.TEXT
self.name.tooltip = p.get("game") or None
self.pid.value = tr("{n} processes").format(n=p["count"]) if kind == "group" else str(p.get("pid"))
self.group.value, self.group.color = label(group_name), color
self.group_box.bgcolor = T.soft(color, 0.12)
self.lock.visible = bool(p.get("critical") or p.get("locked"))
self.lock.color = T.TEXT_3 if p.get("locked") else T.WARN
self.cpu.value = f"{p.get('cpu', 0):.1f} %"
self.cpu.color = LEVEL_COLOR[M.level("cpu", p.get("cpu"))] if p.get("cpu", 0) >= 1 else T.TEXT_2
self.gpu.value = f"{p['gpu']:.0f} %" if p.get("gpu") else "–"
self.mem.value = M.fmt_bytes(p.get("rss"))
self.age.value = M.fmt_duration(p.get("age"))
class MonitorView:
def __init__(self, app: FramePortApp):
self.app = app
self.session = None # frame.monitor.MonitorSession while the tab is open
self._connecting = False
self._gen = 0 # bumped by stop(): a connect that finishes after the tab was left closes itself
self.stopped = True
self.root = None
self.history = M.History()
self.static: dict = {}
self.procs: list[dict] = []
self.sort_key, self.descending = "cpu", True
self.paused = False
self.games_meta: dict[str, dict] = {} # package -> {"art": url | None, "in_library": bool}
self.game_pkg: str | None = None
self.last_games: list[dict] = []
self.last_sample: dict | None = None
self.expanded: set = set() # process groups shown open: (parent pid, name)
self.push = None # components.LoopUpdater: updates from the stream's thread
self._build()
# ---------------------------------------------------------------- building
def _build(self) -> None:
self.live_dot = C.dot(T.TEXT_3, T.px(8))
self.live_text = C.meta(tr("Connecting…"))
self.live = ft.Container(ft.Row([self.live_dot, self.live_text], spacing=T.S2, tight=True),
bgcolor=T.SURFACE_3, border_radius=T.px(20),
padding=ft.Padding(T.px(10), T.px(5), T.px(12), T.px(5)))
self.overhead = C.meta("")
self.interval = ft.Dropdown(value=f"{M.DEFAULT_INTERVAL:g}", dense=True, width=T.px(150),
border_color=T.BORDER, text_size=T.T_BODY,
options=[ft.DropdownOption(f"{s:g}", tr("Every {n}").format(n=M.fmt_interval(s)))
for s in M.INTERVALS],
on_select=self._set_interval, tooltip=tr("How often the Frame sends new numbers"))
self.pause_btn = C.icon_btn(ft.Icons.PAUSE_ROUNDED, tr("Pause"), lambda e: self.toggle_pause())
self.reconnect = C.secondary(tr("Reconnect"), ft.Icons.REFRESH_ROUNDED, lambda e: self.start())
self.reconnect.visible = False
# the running game
self.game_art = ft.Container(width=T.px(96), height=T.px(96), border_radius=T.RADIUS_SM,
bgcolor=T.SURFACE_2)
self.game_title = ft.Text("", size=T.px(20), weight=ft.FontWeight.W_600, color=T.TEXT, max_lines=1,
overflow=ft.TextOverflow.ELLIPSIS)
self.game_sub = C.meta("")
self.game_fps = ft.Text("–", size=T.px(40), weight=ft.FontWeight.W_700, color=T.TEXT)
self.game_fps_sub = C.meta(tr("frames per second"))
self.game_spark = C.Sparkline(T.OK, height=48)
self.game_stats = C.body("", T.TEXT_2)
self.end_btn = C.secondary(tr("End game"), ft.Icons.STOP_CIRCLE_OUTLINED, lambda e: self.ask_end_game())
self.page_btn = C.ghost(tr("Game page"), ft.Icons.OPEN_IN_NEW_ROUNDED,
lambda e: self.game_pkg and self.app.open_game(self.game_pkg))
self.game_card = C.card(ft.Row([
self.game_art,
ft.Column([C.pill(tr("Running now"), T.OK, ft.Icons.PLAY_ARROW_ROUNDED), self.game_title, self.game_sub,
self.game_stats, ft.Row([self.end_btn, self.page_btn], spacing=T.S2)],
spacing=T.px(6), expand=3),
ft.Column([ft.Row([self.game_fps, self.game_fps_sub], spacing=T.S2,
vertical_alignment=ft.CrossAxisAlignment.END),
self.game_spark.control], spacing=T.px(4), expand=2,
horizontal_alignment=ft.CrossAxisAlignment.STRETCH),
], spacing=T.S4, vertical_alignment=ft.CrossAxisAlignment.CENTER), padding=T.S4, visible=False,
bgcolor=T.soft(T.ACCENT, 0.06))
self.game_card.border = ft.Border.all(1, T.soft(T.ACCENT, 0.35))
# metric tiles
self.t_cpu = Tile(tr("CPU"), ft.Icons.MEMORY_ROUNDED, T.INFO, hi=100)
self.t_gpu = Tile(tr("GPU"), ft.Icons.VIEW_IN_AR_ROUNDED, T.ACCENT, hi=100, help_key="monitor_gpu")
self.t_mem = Tile(tr("Memory"), ft.Icons.STORAGE_ROUNDED, T.PC, hi=100, help_key="monitor_pressure")
self.t_temp = Tile(tr("Temperature"), ft.Icons.THERMOSTAT_ROUNDED, T.WARN)
self.t_power = Tile(tr("Power"), ft.Icons.BOLT_ROUNDED, T.OK, help_key="monitor_power")
self.t_bat = Tile(tr("Battery"), ft.Icons.BATTERY_STD_ROUNDED, T.OK, hi=100)
self.tiles = ft.ResponsiveRow([t.control for t in (self.t_cpu, self.t_gpu, self.t_mem, self.t_temp,
self.t_power, self.t_bat)],
spacing=T.S3, run_spacing=T.S3)
# details (filled once the stream says how many cores / which sensors the Frame has)
self.cores = ft.Column(spacing=T.px(6))
self.temps = ft.ResponsiveRow(spacing=T.S2, run_spacing=T.S2)
self.power_bar = C.MeterBar(list(POWER_COLORS), height=10)
self.power_legend = ft.Row(spacing=T.S4, run_spacing=T.S2, wrap=True)
self.net = ft.Column(spacing=T.px(4))
self.core_bars: list[tuple[C.MeterBar, ft.Text]] = []
self.temp_boxes: dict[str, tuple[ft.Text, C.Sparkline]] = {} # group (or "fan") -> value, chart
self.legend_texts: list[ft.Text] = []
self.net_texts: dict[str, ft.Text] = {}
h = T.px(DETAIL_HEIGHT)
self.details = ft.ResponsiveRow([
C.card(ft.Column([C.meta(tr("CPU cores")), self.cores], spacing=T.S2), padding=T.S3, height=h,
col={"xs": 12, "md": 6, "xl": 3}),
C.card(ft.Column([C.meta(tr("Temperatures and fan")), self.temps], spacing=T.S2), padding=T.S3,
height=h, col={"xs": 12, "md": 6, "xl": 6}),
C.card(ft.Column([C.meta(tr("Where the power goes")), self.power_bar.control, self.power_legend,
ft.Container(height=T.px(4)), C.meta(tr("Network")), self.net], spacing=T.S2),
padding=T.S3, height=h, col={"xs": 12, "md": 6, "xl": 3}),
], spacing=T.S3, run_spacing=T.S3, visible=False)
self.details_btn = C.ghost(tr("Show details"), ft.Icons.EXPAND_MORE_ROUNDED, lambda e: self.toggle_details())
# processes
self.filter = ft.SegmentedButton(
segments=[ft.Segment("game", label=tr("Game")), ft.Segment("steam", label=tr("Steam & SteamVR")),
ft.Segment("all", label=tr("All"))],
selected=["game"], show_selected_icon=False, on_change=self._set_filter)
self.search = ft.TextField(hint_text=tr("Search name, PID or game"), dense=True, width=T.px(240),
border_color=T.BORDER, prefix_icon=ft.Icons.SEARCH_ROUNDED,
on_change=lambda e: self._bind_rows(update=True))
self.sort_btns: dict[str, ft.TextButton] = {}
left, right = ft.Alignment.CENTER_LEFT, ft.Alignment.CENTER_RIGHT
header_cells = [ft.Container(self._sort_btn("name", tr("Name")), expand=True, alignment=left),
ft.Container(C.meta(tr("PID")), width=T.px(70), alignment=left),
ft.Container(C.meta(tr("Group")), width=T.px(96), alignment=left),
ft.Container(self._sort_btn("cpu", tr("CPU")), width=T.px(64), alignment=right),
ft.Container(self._sort_btn("gpu", tr("GPU")), width=T.px(64), alignment=right),
ft.Container(self._sort_btn("rss", tr("Memory")), width=T.px(84), alignment=right),
ft.Container(C.meta(tr("Running")), width=T.px(76), alignment=right),
ft.Container(width=T.px(32))]
self.header = ft.Container(ft.Row(header_cells, spacing=T.S2), padding=ft.Padding(T.S3, 0, T.S2, T.px(4)),
border=ft.Border(bottom=ft.BorderSide(1, T.BORDER)))
self.rows = [ProcRow(self) for _ in range(ROWS)]
self.proc_note = C.meta("")
self.no_game = C.callout(tr("No FramePort game is running. Start one in the headset or with Play, or switch "
"the filter to see everything on the Frame."), icon=ft.Icons.SPORTS_ESPORTS_ROUNDED)
self.no_game.visible = False
self.menu = ft.ContextMenu(content=C.card(ft.Column(
[self.header, ft.Column([r.control for r in self.rows], spacing=0), self.proc_note],
spacing=T.px(4)), padding=T.S2), secondary_trigger=None, tertiary_trigger=None)
self._update_sort_labels()
def _sort_btn(self, key: str, label: str) -> ft.TextButton:
b = ft.TextButton(label, on_click=lambda e, k=key: self.set_sort(k),
style=ft.ButtonStyle(padding=0, color=T.TEXT_3,
text_style=ft.TextStyle(size=T.T_META, weight=ft.FontWeight.W_600)))
self.sort_btns[key] = b
return b
def mount(self) -> ft.Control:
app = self.app
heading, sub = tr("Monitor"), tr("What your Frame is doing right now")
if not (app.target and app.frame_state == "connected"):
return ft.Column([
app.top_bar(heading, sub),
C.empty_state(ft.Icons.MONITOR_HEART_OUTLINED, tr("Connect your Frame first"),
tr("The monitor shows your Frame's games, load, temperatures and battery live once "
"FramePort is connected to it."),
C.primary(tr("Connect"), ft.Icons.LINK_ROUNDED, lambda e: app.go("frame")))], expand=True)
if self.root is None:
self.root = ft.Column([
app.top_bar(heading, sub, [self.overhead, self.live, self.reconnect, self.interval, self.pause_btn]),
self.game_card,
self.tiles,
ft.Row([self.details_btn], alignment=ft.MainAxisAlignment.START),
self.details,
C.section(tr("Processes"), ft.Row([self.filter, self.search], spacing=T.S3, wrap=True,
run_spacing=T.S2, alignment=ft.MainAxisAlignment.SPACE_BETWEEN),
self.no_game, self.menu, help="monitor_filter"),
ft.Container(height=T.S5),
], spacing=T.S4, scroll=ft.ScrollMode.AUTO, expand=True)
self.start()
return self.root
# ---------------------------------------------------------------- session
def start(self) -> None:
self.stopped = False
if self.session is not None or self._connecting:
return
self._connecting = True
self._set_live(tr("Connecting…"), T.TEXT_3, update=self.root is not None)
gen, target = self._gen, self.app.target
self.app.run_bg(self._connect, gen, target)
def _connect(self, gen: int, target) -> None:
try:
session = M.MonitorSession(target.frame, lambda s, g=gen: self._on_sample(g, s),
lambda why, g=gen: self._on_end(g, why))
except Exception as exc: # noqa: BLE001
self._connecting = False
if gen == self._gen:
self._set_live(tr("Not connected: {error}").format(error=explain(exc)), T.ERROR)
return
self._connecting = False
if gen != self._gen: # the tab was left while connecting
session.close()
return
self.session = session
if session.static != self.static:
self.static = session.static
self._build_static()
if self.interval.value != f"{M.DEFAULT_INTERVAL:g}":
session.set_interval(float(self.interval.value))
if self.filter.selected != ["game"]:
session.set_filter(self.filter.selected[0])
if self.paused:
session.pause(True)
self._set_live(tr("Live"), T.OK)
def _on_end(self, gen: int, why: str) -> None:
if gen != self._gen:
return
self.session = None
self._set_live(tr("Connection lost, reconnecting…"), T.WARN)
timer = threading.Timer(RETRY_SECONDS, lambda: gen == self._gen and not self.stopped and self.start())
timer.daemon = True
timer.start()
def stop(self) -> None:
"""End the stream (leaving the tab, disconnecting, closing the app)."""
self._gen += 1
self.stopped = True
session, self.session = self.session, None
if session is not None:
session.close()
def _set_live(self, text: str, color: str, update: bool = True) -> None:
self.live_text.value, self.live_dot.bgcolor = text, color
self.reconnect.visible = color == T.ERROR
if update:
C.update(self.live, self.reconnect)
def _set_interval(self, e) -> None:
if self.session:
self.session.set_interval(float(self.interval.value))
def toggle_pause(self) -> None:
self.paused = not self.paused
if self.session:
self.session.pause(self.paused)
self.pause_btn.icon = ft.Icons.PLAY_ARROW_ROUNDED if self.paused else ft.Icons.PAUSE_ROUNDED
self.pause_btn.tooltip = tr("Resume") if self.paused else tr("Pause")
self._set_live(tr("Paused") if self.paused else tr("Live"), T.TEXT_3 if self.paused else T.OK, update=False)
C.update(self.pause_btn, self.live)
def toggle_details(self) -> None:
self.details.visible = not self.details.visible
if self.details.visible and self.last_sample: # fill it now, not at the next tick
self._apply_details(self.last_sample)
self.details_btn.content = tr("Hide details") if self.details.visible else tr("Show details")
self.details_btn.icon = ft.Icons.EXPAND_LESS_ROUNDED if self.details.visible else ft.Icons.EXPAND_MORE_ROUNDED
C.update(self.details, self.details_btn)
def _set_filter(self, e) -> None:
which = (self.filter.selected or ["game"])[0]
if self.session:
self.session.set_filter(which)
def set_sort(self, key: str) -> None:
if self.sort_key == key:
self.descending = not self.descending
else:
self.sort_key, self.descending = key, key != "name"
self._update_sort_labels()
self._bind_rows(update=True)
C.update(*self.sort_btns.values())
def _update_sort_labels(self) -> None:
names = {"name": tr("Name"), "cpu": tr("CPU"), "gpu": tr("GPU"), "rss": tr("Memory")}
for key, b in self.sort_btns.items():
arrow = (" ↓" if self.descending else " ↑") if key == self.sort_key else ""
b.content = names[key] + arrow
b.style.color = T.TEXT if key == self.sort_key else T.TEXT_3
# ---------------------------------------------------------------- static layout from the Frame
def _build_static(self) -> None:
st = self.static
colors = {}
for i, cl in enumerate(st.get("clusters") or []):
for cpu in cl.get("cpus") or []:
colors[cpu] = CLUSTER_COLORS[i % len(CLUSTER_COLORS)]
self.core_bars = []
rows = []
for cpu in range(st.get("cores") or 0):
bar, val = C.MeterBar([colors.get(cpu, T.INFO)], height=6), C.meta("", width=T.px(42),
text_align=ft.TextAlign.RIGHT)
self.core_bars.append((bar, val))
rows.append(ft.Row([C.meta(f"{cpu}", width=T.px(16)), ft.Container(bar.control, expand=True), val],
spacing=T.S2, vertical_alignment=ft.CrossAxisAlignment.CENTER))
self.cores.controls = rows
self.temp_boxes = {}
boxes = []
names = [(g, label(g), T.WARN) for g in st.get("temp_groups") or []]
if st.get("fan"):
names.append(("fan", tr("Fan"), T.INFO))
for key, name, color in names:
value = ft.Text("–", size=T.T_BODY, weight=ft.FontWeight.W_600, color=T.TEXT)
spark = C.Sparkline(color, height=18, min_slots=60, fit=600.0 if key == "fan" else 4.0)
self.temp_boxes[key] = (value, spark)
head = ft.Row([C.meta(name), value], alignment=ft.MainAxisAlignment.SPACE_BETWEEN)
boxes.append(ft.Container(ft.Column([head, spark.control], spacing=T.px(2), tight=True),
bgcolor=T.SURFACE_2, border_radius=T.RADIUS_SM, col={"xs": 6, "sm": 4},
padding=ft.Padding(T.px(10), T.px(6), T.px(10), T.px(6))))
self.temps.controls = boxes
self.legend_texts = []
legend = []
for color, name in zip(POWER_COLORS, ("CPU", "GPU", "NPU", tr("Other")), strict=True):
t = C.meta(f"{name} –")
self.legend_texts.append(t)
legend.append(ft.Row([C.dot(color, T.px(8)), t], spacing=T.px(6), tight=True))
self.power_legend.controls = legend
self.net.controls, self.net_texts = [], {}
# through the event loop like the ticks: sent directly from this (connect) thread, the patch adding these
# boxes could arrive after a tick's patch for them ("dropped a patch for unknown control")
self._updater()(self.cores, self.temps, self.power_legend, self.net)
def _updater(self):
"""The one components.LoopUpdater of this view: every update from the stream's threads goes through it, in
order, on Flet's event loop."""
if self.push is None:
self.push = C.LoopUpdater(self.app.page)
return self.push
# ---------------------------------------------------------------- samples
def _on_sample(self, gen: int, s: dict) -> None:
if gen != self._gen or self.root is None:
return
self.last_sample = s
for name, value in M.series_of(s).items():
self.history.add(name, value, s.get("t"))
changed = [self._apply_tiles(s), self._apply_game(s), self._apply_details(s)]
if "procs" in s:
self.procs = s.get("procs") or []
changed.append(self._bind_rows(update=False))
cpu_share = (s.get("self_ms") or 0) / 10 / max(1.0, s.get("dt") or 1.0) / max(1, self.static.get("cores", 1))
self.overhead.value = tr("Monitor is using {pct} % of the Frame's CPU").format(pct=f"{cpu_share:.2f}")
self.overhead.tooltip = tr("The time the Frame spends collecting these numbers")
self._updater()(self.overhead, *[c for group in changed for c in group])
def _apply_tiles(self, s: dict) -> list:
h, st = self.history, self.static
cpu = s.get("cpu") or {}
mhz = cpu.get("mhz") or []
clocks = " · ".join(f"{m / 1000:.1f}" for m in mhz) + (" GHz" if mhz else "")
self.t_cpu.set(M.fmt_pct(cpu.get("total")), clocks, h.get("cpu"), M.level("cpu", cpu.get("total")))
gpu = s.get("gpu") or {}
gmax = st.get("gpu_max_mhz")
sub = f"{gpu.get('mhz')} / {gmax} MHz" if gpu.get("mhz") is not None and gmax else ""
self.t_gpu.set(M.fmt_pct(gpu.get("busy")), sub, h.get("gpu"), M.level("gpu", gpu.get("busy")))
mem = s.get("mem") or {}
total, used = mem.get("total") or 0, (mem.get("total") or 0) - (mem.get("avail") or 0)
psi = (s.get("psi") or {}).get("memory")
swap = (mem.get("swap_total") or 0) - (mem.get("swap_free") or 0)
sub = tr("{used} of {total}").format(used=M.fmt_bytes(used), total=M.fmt_bytes(total))
if swap > 64 * 1024 ** 2:
sub += " · " + tr("swap {n}").format(n=M.fmt_bytes(swap))
if psi:
sub += " · " + tr("waiting {pct} %").format(pct=f"{psi:.0f}")
lvl = max((M.level("mem", 100.0 * used / total if total else None), M.level("psi_memory", psi)),
key=("ok", "warn", "error").index)
self.t_mem.set(M.fmt_pct(100.0 * used / total if total else None), sub, h.get("mem"), lvl)
temps = s.get("temps") or {}
hot = max(temps.items(), key=lambda kv: kv[1]) if temps else None
sub = tr("hottest: {part}").format(part=label(hot[0])) if hot else ""
lvl = max((M.temp_level(g, v) for g, v in temps.items()), key=("ok", "warn", "error").index, default="ok")
self.t_temp.set(f"{hot[1]:.0f} °C" if hot else "–", sub, h.get("temp"), lvl)
pw = s.get("power") or {}
self.t_power.set(M.fmt_watts(pw.get("system")),
" · ".join(f"{k.upper()} {M.fmt_watts(pw.get(k))}" for k in ("cpu", "gpu") if k in pw),
h.get("power"))
bat = s.get("battery")
lvl = "error" if bat and bat.get("percent", 100) <= 10 and bat.get("draining") else \
"warn" if bat and bat.get("percent", 100) <= 20 and bat.get("draining") else "ok"
self.t_bat.set(M.fmt_pct(bat.get("percent")) if bat else "–", M.battery_line(bat), h.get("battery"), lvl)
self.t_bat.color = T.OK if bat and bat.get("plugged") else T.INFO
return [t.control for t in (self.t_cpu, self.t_gpu, self.t_mem, self.t_temp, self.t_power, self.t_bat)]
def _game_meta(self, pkg: str) -> dict:
meta = self.games_meta.get(pkg)
if meta is None: # once per game, on the stream's thread (library + thumbnail lookups are file I/O)
from ...artwork import thumbs
from ...core import library
from .library import CARD_ART
entry = library.game(pkg)
meta = {"in_library": entry is not None,
"art": thumbs.url(pkg, CARD_ART, wait=False) if entry else None}
self.games_meta[pkg] = meta
return meta
def _apply_game(self, s: dict) -> list:
games = s.get("games") or []
self.last_games = games
game = games[0] if games else None
was = self.game_card.visible
self.game_card.visible = game is not None
self.no_game.visible = game is None and (self.filter.selected or ["game"])[0] == "game"
if game is None:
if self.game_pkg is not None:
self.game_pkg = None
self.history.series.pop("fps", None)
return [self.game_card, self.no_game] if was else [self.no_game]
pkg = game["package"]
if pkg != self.game_pkg:
self.game_pkg = pkg
meta = self._game_meta(pkg)
# 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"))
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)
self.game_stats.value = tr("CPU {cpu} · GPU {gpu} · memory {mem} · {n} processes").format(
cpu=M.fmt_pct(game.get("cpu")), gpu=M.fmt_pct(game.get("gpu")), mem=M.fmt_bytes(game.get("mem")),
n=game.get("processes", 0))
fps = game.get("fps")
series = self.history.get("fps")
target = M.fps_target(series)
ratio = fps / target if fps and target else None
lvl = M.level("fps_ratio", ratio)
self.game_fps.value = f"{fps:.0f}" if fps is not None else "–"
self.game_fps.color = LEVEL_COLOR[lvl] if fps is not None else T.TEXT_3
if game.get("kind") in ("pcvr", "linux"):
self.game_fps_sub.value = tr("fps isn't reported for PC VR and Linux games")
elif fps is None:
self.game_fps_sub.value = tr("fps: waiting for the game's first frames")
else:
ms = game.get("frame_ms")
self.game_fps_sub.value = tr("fps · target {hz} Hz").format(hz=target) + (
f" · {ms:.1f} ms " + tr("late") if ms and ms >= 0.5 else "")
self.game_spark.set_color(T.OK if lvl == "ok" else LEVEL_COLOR[lvl])
self.game_spark.set(series, target=target, hi=(target or 72) * 1.15)
return [self.game_card, self.no_game]
def _apply_details(self, s: dict) -> list:
if not self.details.visible:
return []
out = []
cores = (s.get("cpu") or {}).get("cores") or []
for (bar, val), pct in zip(self.core_bars, cores, strict=False):
bar.set([pct / 100.0])
val.value = f"{pct:.0f} %"
out += [bar.control, val]
temps = s.get("temps") or {}
zones = s.get("zones")
for key, (text, spark) in self.temp_boxes.items():
if key == "fan":
fan = s.get("fan")
text.value = f"{fan} rpm" if fan is not None else "–"
spark.set(self.history.get("fan"))
else:
v = temps.get(key)
lvl = M.temp_level(key, v)
text.value = f"{v:.1f} °C" if v is not None else "–"
text.color = LEVEL_COLOR[lvl]
spark.set_color(T.WARN if lvl == "ok" else LEVEL_COLOR[lvl])
spark.set(self.history.get(f"temp:{key}"))
if zones and key in zones:
text.tooltip = "\n".join(f"{z}: {c:.1f} °C" for z, c in sorted(zones[key].items()))
out += [text, spark.control]
split = M.power_split(s.get("power") or {})
total = sum(w for _n, w in split) or 1.0
self.power_bar.set([w / total for _n, w in split])
for t, (name, w) in zip(self.legend_texts, split, strict=False):
t.value = f"{label(name)} {M.fmt_watts(w)}"
out += [self.power_bar.control, *self.legend_texts]
net = s.get("net") or {}
new = [k for k in net if k not in self.net_texts]
for k in new:
self.net_texts[k] = C.meta("")
self.net.controls.append(self.net_texts[k])
for k, (rx, tx) in net.items():
self.net_texts[k].value = f"{k} ↓ {M.fmt_rate(rx)} ↑ {M.fmt_rate(tx)}"
out += [self.net] if new else list(self.net_texts.values())
return out
def _bind_rows(self, update: bool = True) -> list:
procs = M.sort_filter(self.procs, self.search.value or "", self.sort_key, self.descending)
rows = M.group_procs(procs, self.expanded)
for row, p in zip(self.rows, rows + [None] * ROWS, strict=False):
row.bind(p)
total = len(self.procs)
if len(rows) > ROWS:
self.proc_note.value = tr("Showing the top {shown} of {n} rows: search to find others.").format(
shown=ROWS, n=len(rows))
elif self.search.value and not procs:
self.proc_note.value = tr("No process matches.")
else:
self.proc_note.value = tr("{n} processes").format(n=total) if total else ""
controls = [r.control for r in self.rows] + [self.proc_note]
if update:
C.update(*controls)
return controls
# ---------------------------------------------------------------- actions
def toggle_group(self, row: dict) -> None:
"""Open or close a process group (same name, same parent) in the table."""
key = row.get("key")
if key is None:
return
self.expanded.symmetric_difference_update({key})
self._bind_rows(update=True)
def open_menu(self, p: dict | None, position=None) -> None:
if not p:
return
name, pid = p.get("name", "?"), p.get("pid")
actions: list = []
if p.get("kind") == "group":
n = p["count"]
actions.append((tr("Hide its processes") if p.get("expanded") else tr("Show its processes"),
ft.Icons.UNFOLD_MORE_ROUNDED, lambda e: self.toggle_group(p)))
if not p.get("locked"):
actions += [None, (tr("End all {n}").format(n=n), ft.Icons.CLOSE_ROUNDED,
lambda e: self.ask_kill(p, "TERM")),
(tr("Force kill all {n}").format(n=n), ft.Icons.DANGEROUS_OUTLINED,
lambda e: self.ask_kill(p, "KILL"))]
if p.get("game"):
actions += [None, (tr("End the whole game"), ft.Icons.STOP_CIRCLE_OUTLINED,
lambda e: self.ask_end_game(p["game"]))]
actions += [None, (tr("Copy name"), ft.Icons.CONTENT_COPY_ROUNDED, lambda e: self.app.copy(name))]
self.menu.items = C.menu_items(actions)
C.update(self.menu)
self.app.page.run_task(self.menu.open, global_position=position)
return
if not p.get("locked"):
actions += [(tr("End process"), ft.Icons.CLOSE_ROUNDED, lambda e: self.ask_kill(p, "TERM")),
(tr("Force kill"), ft.Icons.DANGEROUS_OUTLINED, lambda e: self.ask_kill(p, "KILL"))]
if p.get("game"):
actions += [None, (tr("End the whole game"), ft.Icons.STOP_CIRCLE_OUTLINED,
lambda e: self.ask_end_game(p["game"]))]
actions += [None, (tr("Copy PID {pid}").format(pid=pid), ft.Icons.CONTENT_COPY_ROUNDED,
lambda e: self.app.copy(str(pid))),
(tr("Copy name"), ft.Icons.CONTENT_COPY_ROUNDED, lambda e: self.app.copy(name))]
self.menu.items = C.menu_items(actions)
C.update(self.menu)
self.app.page.run_task(self.menu.open, global_position=position)
def ask_kill(self, p: dict, sig: str) -> None:
name, pid = p.get("name", "?"), p.get("pid")
if p.get("kind") == "group":
n = p["count"]
heading = (tr("Force kill all {n} {name}?") if sig == "KILL" else tr("End all {n} {name}?")).format(
n=n, name=name)
text = tr("{n} processes named {name} with the same parent are ended.").format(n=n, name=name)
if p.get("critical"):
text += " " + tr("They are part of Steam, SteamVR or the desktop: the headset view or Steam may "
"restart, and anything running in the headset may stop.")
C.confirm(self.app.page, heading, text, tr("Force kill all") if sig == "KILL" else tr("End all"),
lambda: self.app.run_bg(self._kill, p, sig), danger=True)
return
if p.get("critical"):
heading = tr("End {name}?").format(name=name)
text = tr("{name} is part of Steam, SteamVR or the desktop. Ending it can close the headset view or "
"restart Steam, and anything running in the headset may stop.").format(name=name)
elif sig == "KILL":
heading = tr("Force kill {name}?").format(name=name)
text = tr("{name} (PID {pid}) stops at once without saving anything.").format(name=name, pid=pid)
else:
heading = tr("End {name}?").format(name=name)
text = tr("{name} (PID {pid}) is asked to close.").format(name=name, pid=pid)
if p.get("game"):
text += " " + tr("It belongs to a running game, which may stop with it.")
label = tr("Force kill") if sig == "KILL" else tr("End process")
C.confirm(self.app.page, heading, text, label, lambda: self.app.run_bg(self._kill, p, sig),
danger=sig == "KILL" or bool(p.get("critical")))
def _kill(self, p: dict, sig: str) -> None:
session = self.session
if session is None:
self.app.toast(tr("The monitor isn't connected."), error=True)
return
name = p.get("name", "?")
if p.get("kind") == "group":
left = []
for m in p.get("members") or []:
try:
if not session.kill(m["pid"], sig, force=True).get("ended"): # confirmed for the whole group
left.append(m["pid"])
except Exception: # noqa: BLE001 - one refusal (gone, system) doesn't stop the others
left.append(m["pid"])
if left:
self.app.toast(tr("{n} of the {name} processes are still running.").format(n=len(left), name=name),
action=None if sig == "KILL" else tr("Force kill"),
on_action=None if sig == "KILL" else lambda e: self.app.run_bg(self._kill, p, "KILL"))
else:
self.app.toast(tr("All {n} {name} processes ended.").format(n=p["count"], name=name))
return
try:
res = session.kill(p["pid"], sig, force=bool(p.get("critical")))
except M.ProcessCritical: # the table was older than the Frame's view of it
res = session.kill(p["pid"], sig, force=True)
except Exception as exc: # noqa: BLE001
self.app.toast(explain(exc), error=True)
return
if res.get("ended"):
self.app.toast(tr("{name} ended.").format(name=name))
else:
self.app.toast(tr("{name} is still running.").format(name=name), action=tr("Force kill"),
on_action=lambda e: self.app.run_bg(self._kill, p, "KILL"))
def ask_end_game(self, pkg: str | None = None) -> None:
pkg = pkg or self.game_pkg
if not pkg:
return
title = next((g.get("title") for g in self.last_games if g.get("package") == pkg), None) or pkg
C.confirm(self.app.page, tr("End {title}?").format(title=title),
tr("The game is closed the way Steam's Exit game does it; if it doesn't stop, FramePort stops it. "
"Progress that the game hasn't saved is lost."),
tr("End game"), lambda: self.app.run_bg(self._end_game, pkg, title), danger=True)
def _end_game(self, pkg: str, title: str) -> None:
session = self.session
if session is None:
self.app.toast(tr("The monitor isn't connected."), error=True)
return
self.end_btn.disabled = True
C.update(self.end_btn)
try:
res = session.end_game(pkg)
except Exception as exc: # noqa: BLE001
self.app.toast(explain(exc), error=True)
return
finally:
self.end_btn.disabled = False
C.update(self.end_btn)
if res.get("ended"):
self.app.toast(tr("{title} ended.").format(title=title))
else:
self.app.toast(tr("{title} is still running.").format(title=title), error=True)
+61
View File
@@ -165,6 +165,66 @@ class SettingsView:
on_change=toggle),
], spacing=T.S2)
def links_card(self) -> ft.Control:
"""Settings → Install links: one switch per scheme — framedrop:// ("Install with FrameDrop" buttons on web
pages) and frameport:// (FramePort's own links) open FramePort (urlhandler)."""
from ... import urlhandler
app = self.app
rows = {}
last: dict = {}
def show(st: dict | None):
last.clear()
last.update(st or {})
for scheme, (_switch, state, take) in rows.items():
take.visible = False
if not last.get("supported", True):
state.value = tr("This system can't send web links to FramePort: use Add games → Install from a "
"link…")
elif not urlhandler.enabled(scheme):
state.value = tr("Off: these links open whatever app is set up for them, if any.")
elif last.get(scheme) == "other":
state.value = tr("{app} opens these links on this PC.").format(
app=last.get(f"{scheme}_by") or tr("Another app"))
take.visible = True
elif last.get(scheme) == "ours":
state.value = tr("These links open FramePort.")
else:
state.value = tr("Not set up yet (FramePort registers itself when it starts).")
C.update(*[c for r in rows.values() for c in r[1:]])
def toggle(scheme):
def changed(e):
on = bool(e.control.value)
app.run_bg(lambda: show(urlhandler.set_enabled(scheme, on)))
return changed
def force(scheme):
def clicked(e):
other = last.get(f"{scheme}_by") or tr("the other app")
C.confirm(app.page, tr("Open {scheme}:// links with FramePort?").format(scheme=scheme),
tr("These links will open FramePort instead of {app}. You can switch back in {app}, or by "
"turning this setting off.").format(app=other),
tr("Use FramePort"), lambda: app.run_bg(lambda: show(urlhandler.register([scheme],
force=True))))
return clicked
labels = {"framedrop": tr("Open \"Install with FrameDrop\" buttons (framedrop:// links) in FramePort"),
"frameport": tr("Open frameport:// links in FramePort")}
controls = []
for scheme in urlhandler.SCHEMES:
switch = C.switch(labels[scheme], value=urlhandler.enabled(scheme), on_change=toggle(scheme))
state = C.meta(tr("Checking which app opens these links…"))
take = C.secondary(tr("Use FramePort for these links"), ft.Icons.LINK_ROUNDED, on_click=force(scheme))
take.visible = False
rows[scheme] = (switch, state, take)
controls.append(ft.Column([switch, ft.Container(ft.Column([state, take], spacing=T.S2),
padding=ft.Padding(T.px(4), 0, 0, 0))],
spacing=T.px(4)))
app.run_bg(lambda: show(urlhandler.status()))
return ft.Column(controls, spacing=T.S4)
def appearance(self) -> ft.Control:
from ...core import library
@@ -260,6 +320,7 @@ class SettingsView:
shape=ft.RoundedRectangleBorder(radius=T.RADIUS_SM))),
], spacing=T.S3, horizontal_alignment=ft.CrossAxisAlignment.START))),
C.section(tr("Installing"), C.card(self.installing(), padding=T.S4), help="launch_test"),
C.section(tr("Install links"), C.card(self.links_card(), padding=T.S4), help="install_links"),
C.section(tr("Appearance"), C.card(self.appearance(), padding=T.S4), help="ui_scale"),
C.section(tr("About"), C.card(ft.Column([
C.kv(tr("Version"), ver),
+419
View File
@@ -0,0 +1,419 @@
"""Makes FramePort the system's handler of `framedrop://` and `frameport://` links (no Flet; see deeplink.py).
The handler is never FramePort's own executable: a `flet build` bundle treats any command-line argument as a
developer page URL (the Flutter host would try to connect to "framedrop://…"). The registered command runs a small
script instead (PowerShell on Windows, sh on Linux and WSL) that drops the link into `<data>/links/` and starts
FramePort unless it is already running (its heartbeat file is fresh). The running app takes links from that folder
(`take_links`), so a click while FramePort is open reaches the open window.
Settings `links.framedrop` / `links.frameport` (default on, Settings → Install links; skipped with FRAMEPORT_HOME
or FRAMEPORT_NO_LINK_HANDLER). A scheme that already belongs to another program (FrameDrop) is only taken over when
the user says so (`register(force=True)`); turning the setting off removes FramePort's registration only where
FramePort is the handler.
"""
from __future__ import annotations
import os
import shlex
import shutil
import subprocess
import sys
import time
from pathlib import Path
from .core import applog, winhost
from .core.paths import user_data_dir, write_atomic
from .deeplink import SCHEMES
HEARTBEAT_EVERY = 2.0 # seconds between the app's heartbeat touches
TAKEN_WAIT = 4 # seconds a handler script waits for a running FramePort to take the link before starting one
FRESH = 10.0 # a heartbeat younger than this = FramePort runs
STARTING = 30 # seconds the handler script waits for an app it started before starting another
MAX_LINK_AGE = 600 # links older than this (FramePort never came up) are dropped unopened
MARK = "frameport-link-handler" # in every command FramePort registers (how it recognises its own)
DESKTOP_FILE = "frameport-links.desktop"
def links_dir() -> Path:
return user_data_dir() / "links"
def heartbeat_file() -> Path:
return user_data_dir() / "gui.alive"
def starting_file() -> Path:
return user_data_dir() / "gui.starting"
def script_path(kind: str) -> Path:
return user_data_dir() / ("frameport-link-handler.ps1" if kind == "ps1" else "frameport-link-handler.sh")
# ------------------------------------------------------------------------------------------- running app side
def heartbeat() -> None:
"""Called by the running GUI every HEARTBEAT_EVERY seconds."""
path = heartbeat_file()
try:
path.parent.mkdir(parents=True, exist_ok=True)
path.touch()
starting_file().unlink(missing_ok=True)
except OSError:
pass
def stop_heartbeat() -> None:
heartbeat_file().unlink(missing_ok=True)
def app_running(now: float | None = None) -> bool:
try:
return (now or time.time()) - heartbeat_file().stat().st_mtime < FRESH
except OSError:
return False
def drop_link(uri: str) -> Path:
"""Queue a link for the GUI (what the handler scripts do; also `frameport-gui <link>` and tests)."""
folder = links_dir()
folder.mkdir(parents=True, exist_ok=True)
name = f"{time.time_ns()}-{os.getpid()}.link"
write_atomic(folder / name, uri.strip())
return folder / name
def take_links(now: float | None = None) -> list[str]:
"""Links waiting in the inbox, oldest first; each is removed (stale ones unopened)."""
folder = links_dir()
if not folder.is_dir():
return []
now = now or time.time()
out = []
for f in sorted(folder.glob("*.link")):
try:
text = f.read_text(encoding="utf-8", errors="replace").strip()
age = now - f.stat().st_mtime
f.unlink()
except OSError:
continue
if text and age < MAX_LINK_AGE:
out.append(text[:8192])
return out
# ------------------------------------------------------------------------------------------- start command
def start_command() -> list[str]:
"""How to start this FramePort's GUI without arguments (bundle executable, else this Python)."""
from . import updates
root = updates.bundle_root()
if root:
if sys.platform == "darwin":
return ["open", str(root)]
return [str(updates.running_executable())]
exe = Path(sys.executable)
if sys.platform == "win32" and exe.name.lower() == "python.exe" and (exe.parent / "pythonw.exe").exists():
exe = exe.parent / "pythonw.exe" # no console window
return [str(exe), "-m", "frameport.ui.app"]
def _ps_quote(s: str) -> str:
return "'" + s.replace("'", "''") + "'"
def ps1_script(data: Path, cmd: list[str]) -> str:
links, alive, starting = data / "links", data / "gui.alive", data / "gui.starting"
args = ", ".join(_ps_quote(a) for a in cmd[1:]) or ""
start = (f"Start-Process -FilePath {_ps_quote(cmd[0])}" + (f" -ArgumentList @({args})" if args else ""))
return f"""# {MARK}: written by FramePort. Queues a framedrop:// or frameport:// link, starts FramePort if needed.
param([string]$Link)
$ErrorActionPreference = 'SilentlyContinue'
if (-not $Link) {{ exit 0 }}
$links = {_ps_quote(str(links))}
New-Item -ItemType Directory -Force -Path $links | Out-Null
$name = [string][DateTimeOffset]::UtcNow.ToUnixTimeMilliseconds() + '-' + $PID
[IO.File]::WriteAllText((Join-Path $links ($name + '.tmp')), $Link)
$queued = Join-Path $links ($name + '.link')
Move-Item -Force (Join-Path $links ($name + '.tmp')) $queued
function Age($p) {{ if (Test-Path $p) {{ ((Get-Date) - (Get-Item $p).LastWriteTime).TotalSeconds }} else {{ 1e9 }} }}
# a fresh heartbeat may be a window that was just closed: only trust it once that window took the link
if ((Age {_ps_quote(str(alive))}) -lt {int(FRESH)}) {{
for ($i = 0; $i -lt {TAKEN_WAIT * 4}; $i++) {{
if (-not (Test-Path $queued)) {{ exit 0 }}
Start-Sleep -Milliseconds 250
}}
}}
if ((Age {_ps_quote(str(starting))}) -lt {STARTING}) {{ exit 0 }}
Set-Content -Path {_ps_quote(str(starting))} -Value $PID
{start}
"""
def sh_script(data: Path, cmd: list[str]) -> str:
q = shlex.quote
links, alive, starting = data / "links", data / "gui.alive", data / "gui.starting"
return f"""#!/bin/sh
# {MARK}: written by FramePort. Queues a framedrop:// or frameport:// link and starts FramePort if needed.
[ -n "$1" ] || exit 0
mkdir -p {q(str(links))}
name="$(date +%s%N 2>/dev/null || date +%s)-$$"
queued={q(str(links))}/"$name.link"
printf '%s' "$1" > {q(str(links))}/"$name.tmp" && mv -f {q(str(links))}/"$name.tmp" "$queued"
age() {{ [ -e "$1" ] && echo $(( $(date +%s) - $(stat -c %Y "$1") )) || echo 1000000000; }}
# a fresh heartbeat may be a window that was just closed: only trust it once that window took the link
if [ "$(age {q(str(alive))})" -lt {int(FRESH)} ]; then
i=0
while [ $i -lt {TAKEN_WAIT * 4} ]; do [ -e "$queued" ] || exit 0; sleep 0.25; i=$((i + 1)); done
fi
[ "$(age {q(str(starting))})" -lt {STARTING} ] && exit 0
echo $$ > {q(str(starting))}
nohup setsid {" ".join(q(a) for a in cmd)} >/dev/null 2>&1 &
exit 0
"""
# ------------------------------------------------------------------------------------------- registration
def platform_kind() -> str | None:
"""windows | wsl (Windows browser → wsl.exe → this Linux) | linux | None (macOS: Flet can't receive links)."""
if sys.platform == "win32":
return "windows"
if winhost.is_wsl():
return "wsl"
if sys.platform.startswith("linux"):
return "linux"
return None
def handler_command(kind: str) -> str:
"""The open command written to the registry / .desktop file (%1 / %u = the link)."""
if kind == "windows":
system32 = Path(os.environ.get("SystemRoot", r"C:\Windows")) / "System32"
ps = system32 / "WindowsPowerShell/v1.0/powershell.exe"
# conhost --headless: no console window at all (-WindowStyle Hidden alone still flashes one for a moment)
host = f'"{system32 / "conhost.exe"}" --headless ' if (system32 / "conhost.exe").exists() else ""
return (f'{host}"{ps}" -NoProfile -NonInteractive -ExecutionPolicy Bypass -WindowStyle Hidden -File '
f'"{script_path("ps1")}" "%1"')
if kind == "wsl":
distro = os.environ.get("WSL_DISTRO_NAME", "")
wsl = r"C:\Windows\System32\wsl.exe"
return f'"{wsl}" ' + (f'-d "{distro}" ' if distro else "") + f'-e sh "{script_path("sh")}" "%1"'
return f"sh {shlex.quote(str(script_path('sh')))} %u"
def _write_script(kind: str) -> None:
data = user_data_dir()
data.mkdir(parents=True, exist_ok=True)
if kind == "windows":
write_atomic(script_path("ps1"), ps1_script(data, start_command()))
else:
path = script_path("sh")
write_atomic(path, sh_script(data, start_command()))
path.chmod(0o755)
# Windows registry (native winreg, or reg.exe from WSL)
def _reg_key(scheme: str) -> str:
return rf"HKCU\Software\Classes\{scheme}"
def windows_handler(scheme: str) -> str | None:
"""The command Windows runs for scheme:// links (None = no handler for this user or machine)."""
for root in ("HKCU", "HKLM"):
cmd = winhost.reg_query(rf"{root}\Software\Classes\{scheme}\shell\open\command", "")
if cmd:
return cmd
return None
def _reg_set(scheme: str, command: str) -> None:
key = _reg_key(scheme)
if sys.platform == "win32":
import winreg
sub = key.partition("\\")[2]
with winreg.CreateKey(winreg.HKEY_CURRENT_USER, sub) as k:
winreg.SetValueEx(k, "", 0, winreg.REG_SZ, f"URL:{scheme} (FramePort)")
winreg.SetValueEx(k, "URL Protocol", 0, winreg.REG_SZ, "")
with winreg.CreateKey(winreg.HKEY_CURRENT_USER, sub + r"\shell\open\command") as k:
winreg.SetValueEx(k, "", 0, winreg.REG_SZ, command)
return
reg = winhost.system32("reg.exe")
for args in (["add", key, "/ve", "/d", f"URL:{scheme} (FramePort)", "/f"],
["add", key, "/v", "URL Protocol", "/d", "", "/f"],
["add", key + r"\shell\open\command", "/ve", "/d", command, "/f"]):
r = winhost.run_win([reg, *args])
if r.returncode:
raise OSError(f"reg.exe {' '.join(args[:2])} failed: {(r.stderr or r.stdout).strip()}")
def _reg_delete(scheme: str) -> None:
key = _reg_key(scheme)
if sys.platform == "win32":
import winreg
sub = key.partition("\\")[2]
for part in (r"\shell\open\command", r"\shell\open", r"\shell", ""):
try:
winreg.DeleteKey(winreg.HKEY_CURRENT_USER, sub + part)
except OSError:
pass
return
winhost.run_win([winhost.system32("reg.exe"), "delete", key, "/f"])
# Linux desktop (xdg)
def _desktop_path() -> Path:
base = Path(os.environ.get("XDG_DATA_HOME") or Path.home() / ".local/share")
return base / "applications" / DESKTOP_FILE
def desktop_entry(command: str, schemes=SCHEMES) -> str:
mimes = "".join(f"x-scheme-handler/{s};" for s in schemes)
return ("[Desktop Entry]\nType=Application\nName=FramePort (install links)\n"
f"Comment={MARK}\nExec={command}\nNoDisplay=true\nTerminal=false\nMimeType={mimes}\n")
def _desktop_schemes() -> list[str]:
"""The schemes FramePort's .desktop file lists now."""
try:
text = _desktop_path().read_text(encoding="utf-8")
except OSError:
return []
return [s for s in SCHEMES if f"x-scheme-handler/{s};" in text]
def linux_handler(scheme: str) -> str | None:
"""The .desktop file that opens scheme:// links (None = none, or xdg-mime isn't installed)."""
if not shutil.which("xdg-mime"):
return None
try:
r = subprocess.run(["xdg-mime", "query", "default", f"x-scheme-handler/{scheme}"], capture_output=True,
text=True, timeout=10)
except (OSError, subprocess.SubprocessError):
return None
return r.stdout.strip() or None
# public API
def current_handler(scheme: str) -> str | None:
kind = platform_kind()
if kind in ("windows", "wsl"):
return windows_handler(scheme)
if kind == "linux":
return linux_handler(scheme)
return None
def is_ours(handler: str | None) -> bool:
return bool(handler) and (MARK in handler or handler == DESKTOP_FILE)
def status() -> dict:
"""{scheme: "ours" | "other" | "none"}, "<scheme>_by" (the other program, e.g. FrameDrop) and "supported" (False
on macOS)."""
out: dict = {"supported": platform_kind() is not None}
if not out["supported"]:
return out
for s in SCHEMES:
h = current_handler(s)
out[s] = "ours" if is_ours(h) else ("other" if h else "none")
if h and not is_ours(h):
out[f"{s}_by"] = _program_name(h)
return out
def _program_name(handler: str) -> str:
""""FrameDrop" for FrameDrop's handler, else the program's file name (a .desktop file's name on Linux)."""
if "framedrop" in handler.lower() and "frameport" not in handler.lower():
return "FrameDrop"
first = handler.split('"')[1] if handler.startswith('"') and handler.count('"') >= 2 else handler.split()[0]
return Path(first.replace("\\", "/")).stem or first
def enabled(scheme: str) -> bool:
"""Settings → Install links: one switch per scheme (`links.framedrop`, `links.frameport`; default on)."""
from .core import library
return bool(library.setting(f"links.{scheme}", True))
def set_enabled(scheme: str, on: bool) -> dict:
"""Turn one scheme on or off and apply it now. Returns status()."""
from .core import library
library.set_setting(f"links.{scheme}", bool(on))
return register([scheme]) if on else unregister([scheme])
def register(schemes=None, force: bool = False) -> dict:
"""Register FramePort for these schemes (default: the enabled ones). Without `force`, a scheme another program
handles is left alone. Returns status() afterwards."""
kind = platform_kind()
if not kind:
return status()
schemes = [s for s in (schemes if schemes is not None else [s for s in SCHEMES if enabled(s)]) if s in SCHEMES]
if not schemes:
return status()
_write_script(kind)
command = handler_command(kind)
if kind in ("windows", "wsl"):
for s in schemes:
h = windows_handler(s)
if force or not h or is_ours(h):
if h != command:
_reg_set(s, command)
else:
path = _desktop_path()
path.parent.mkdir(parents=True, exist_ok=True)
listed = sorted(set(_desktop_schemes()) | set(schemes), key=SCHEMES.index)
write_atomic(path, desktop_entry(command, listed))
if shutil.which("xdg-mime"):
for s in schemes:
h = linux_handler(s)
if force or not h or is_ours(h):
subprocess.run(["xdg-mime", "default", DESKTOP_FILE, f"x-scheme-handler/{s}"],
capture_output=True, timeout=10)
_update_desktop_db()
applog.log.info("link handler registered for %s (%s, force=%s)", ", ".join(schemes), kind, force)
return status()
def _update_desktop_db() -> None:
if shutil.which("update-desktop-database"):
subprocess.run(["update-desktop-database", str(_desktop_path().parent)], capture_output=True, timeout=20)
def unregister(schemes=None) -> dict:
"""Remove FramePort's registration for these schemes (default: both) where FramePort is the handler (another
program's stays)."""
kind = platform_kind()
schemes = [s for s in (schemes if schemes is not None else SCHEMES) if s in SCHEMES]
if kind in ("windows", "wsl"):
for s in schemes:
if is_ours(windows_handler(s)):
_reg_delete(s)
elif kind == "linux":
keep = [s for s in _desktop_schemes() if s not in schemes]
if keep:
write_atomic(_desktop_path(), desktop_entry(handler_command(kind), keep))
else:
_desktop_path().unlink(missing_ok=True)
_update_desktop_db()
applog.log.info("link handler removed for %s (%s)", ", ".join(schemes), kind)
return status()
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():
return None
try:
off = [s for s in SCHEMES if not enabled(s)]
if off:
unregister(off)
return register()
except Exception as exc: # noqa: BLE001
applog.log.warning("link handler: %s", exc)
return None
+15
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@@ -119,6 +119,21 @@ def triage(log: str, state: str = "UNKNOWN", package: str | None = None, crash:
return res
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 "
"and reinstall.")
def add_missing_obb(res: TriageResult) -> TriageResult:
"""A launch test of a game whose APK expects an OBB that wasn't installed (from the library, not the log: the
game logs nothing about it). Only when it sent no frames: an OBB from an earlier install may still be there."""
if res.fps is None and not any(f.id == "missing-obb" for f in res.findings):
res.findings.insert(0, Finding("missing-obb", "fatal", MISSING_OBB, [],
"analysis: the APK expects an OBB (Unreal bHasOBBFiles); no data folder"))
return res
LOGCAT_TIME = re.compile(r"^\d\d-\d\d (\d\d):(\d\d):(\d\d)\.(\d{3})")
+4 -1
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@@ -24,7 +24,7 @@ def isolated_home(tmp_path, monkeypatch):
# ---------------------------------------------------------------------------------------------- AXML builder
def build_axml(elements, strings_extra=()):
"""elements: list of ("start", name, [(attr, kind, value)]) / ("end", name). kind: "str" | "bool".
"""elements: list of ("start", name, [(attr, kind, value)]) / ("end", name). kind: "str" | "bool" | "int" | "ref".
Produces a UTF-16 string-pool binary XML like aapt does (enough for our editor)."""
ns = "http://schemas.android.com/apk/res/android"
pool = []
@@ -61,6 +61,9 @@ def build_axml(elements, strings_extra=()):
for a, kind, v in e[2]:
if kind == "str":
attrs += struct.pack("<IIIHBBI", idx(ns), idx(a), idx(v), 8, 0, 0x03, idx(v))
elif kind in ("int", "ref"): # decimal integer / resource reference (@string/…)
attrs += struct.pack("<IIIHBBI", idx(ns), idx(a), 0xFFFFFFFF, 8, 0, 0x10 if kind == "int" else 0x01,
v)
else:
attrs += struct.pack("<IIIHBBI", idx(ns), idx(a), 0xFFFFFFFF, 8, 0, 0x12, 0xFFFFFFFF if v else 0)
ext = struct.pack("<IIHHHHHH", 0xFFFFFFFF, idx(e[1]), 20, 20, len(e[2]), 0, 0, 0)
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+94
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@@ -0,0 +1,94 @@
// Test fixture for patches/upstream.py probes: the two OVRPort runtime functions ovrport/app#73 fixed, as runtime
// 3.4.3-23204ea has them (default) and as 3.4.3-aa54c3f does (-DFIXED); same instruction sequences as those builds.
// Build: aarch64-linux-android29-clang -shared -fPIC -nostdlib fakeruntime.S -o ../libfakeruntime_old_arm64.so
// aarch64-linux-android29-clang -shared -fPIC -nostdlib -DFIXED fakeruntime.S -o ../libfakeruntime_fixed_arm64.so
.text
.globl AAudioStream_getFramesPerBurst
.type AAudioStream_getFramesPerBurst, %function
AAudioStream_getFramesPerBurst:
ldr w0, [x0]
ret
.size AAudioStream_getFramesPerBurst, .-AAudioStream_getFramesPerBurst
// libopenxr_loader.so: the dispatcher's XrHapticAmplitudeEnvelopeVibrationFB -> 100 Hz samples (x20 = the struct:
// +16 duration in ns, +24 amplitudeCount)
.globl fake_envelope_samples
.type fake_envelope_samples, %function
fake_envelope_samples:
ldr w8, [x20]
mov w9, #28105
movk w9, #15261, lsl #16 // XR_TYPE_HAPTIC_AMPLITUDE_ENVELOPE_VIBRATION_FB
cmp w8, w9
b.ne 1f
ldr w9, [x20, #24]
#ifdef FIXED
mov x8, #225833675390976
ldr d1, [x20, #16]
movk x8, #16845, lsl #48 // 1e9
ucvtf d0, w9
fmov d2, x8
scvtf d1, d1
mov w8, #1120403456 // 100.0f
fmul d0, d0, d2
fmov s2, w8
fdiv d0, d0, d1
ucvtf s1, w9
fmul s1, s1, s2
fcvt s0, d0
fdiv s0, s1, s0
#else
ldr x8, [x20, #16]
ucvtf s0, w9
scvtf s1, x8
mov w8, #1120403456
fmov s2, w8
fdiv s1, s0, s1
fmul s0, s0, s2
fdiv s0, s0, s1
#endif
fcvtzu w21, s0
1:
ret
.size fake_envelope_samples, .-fake_envelope_samples
// libovrplatformloader.so
.globl ovr_Microphone_GetOutputBufferMaxSize
.type ovr_Microphone_GetOutputBufferMaxSize, %function
ovr_Microphone_GetOutputBufferMaxSize:
#ifdef FIXED
stp x29, x30, [sp, #-32]!
stp x20, x19, [sp, #16]
mov x29, sp
cbz x0, 3f
ldr x8, [x0, #24]
mov w19, #48000
cbz x8, 2f
mov x20, x0
mov x0, x8
bl AAudioStream_getFramesPerBurst
cmp w0, w19
b.hi 2f
ldr x0, [x20, #24]
bl AAudioStream_getFramesPerBurst
sxtw x19, w0
2:
mov x0, x19
ldp x20, x19, [sp, #16]
ldp x29, x30, [sp], #32
ret
3:
mov w19, #48000
mov x0, x19
ldp x20, x19, [sp, #16]
ldp x29, x30, [sp], #32
ret
#else
stp x29, x30, [sp, #-16]!
mov x29, sp
ldr x0, [x0, #0x18]
bl AAudioStream_getFramesPerBurst
sxtw x0, w0
ldp x29, x30, [sp], #16
ret
#endif
.size ovr_Microphone_GetOutputBufferMaxSize, .-ovr_Microphone_GetOutputBufferMaxSize
+38
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@@ -0,0 +1,38 @@
// Test fixture for patches/frame/slz_vulkan_hooks.py: the two registrations of Stress Level Zero's graphics plugin
// (same instruction pattern as BONELAB 1.2974's libSLZQuestNative.so).
// Build: aarch64-linux-android29-clang -shared -fPIC -nostdlib fakeslz.S -o ../libfakeslz_arm64.so
.section .rodata
sampler_name:
.asciz "vkCreateSampler"
.text
.globl RenderAPI_Vulkan_OnPluginLoad
.type RenderAPI_Vulkan_OnPluginLoad, %function
RenderAPI_Vulkan_OnPluginLoad:
ldr x8, [x0]
blr x8 // GetInterface(IUnityGraphicsVulkanV2): stays
ldr x8, [x0, #0x70]
adrp x0, intercept
add x0, x0, :lo12:intercept
mov x1, xzr
mov w2, wzr
blr x8 // AddInterceptInitialization(intercept, NULL, 0): switched off
ret
.size RenderAPI_Vulkan_OnPluginLoad, .-RenderAPI_Vulkan_OnPluginLoad
intercept:
ret
.globl _ZN8PluginVk12GfxEventInitEv
.type _ZN8PluginVk12GfxEventInitEv, %function
_ZN8PluginVk12GfxEventInitEv:
ldr x8, [x0]
blr x8 // another call: stays
adrp x0, sampler_name
adrp x1, intercept
add x0, x0, :lo12:sampler_name
add x1, x1, :lo12:intercept
ldr x8, [x9, #0x8]
blr x8 // InterceptVulkanAPI("vkCreateSampler", hook): switched off
ret
.size _ZN8PluginVk12GfxEventInitEv, .-_ZN8PluginVk12GfxEventInitEv
+72
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@@ -0,0 +1,72 @@
// SPDX-License-Identifier: GPL-3.0-only
// pose_time_fix (native/adapter/pose_time.c) with synthetic clocks: which located times are moved, and where to.
#define _GNU_SOURCE
#include <assert.h>
#include <pthread.h>
#include <stdint.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#define LOG(...) ((void)0)
typedef int64_t XrTime;
typedef int64_t XrDuration;
static XrTime last_predicted_time;
static int64_t xr_time_offset;
static int xr_time_calibrated = 1, pose_time_fix = 1, pose_debug = 1;
#include "pose_time.c"
#define MS 1000000ll
static long long mono_now(void) {
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
return (long long)ts.tv_sec * 1000000000ll + ts.tv_nsec;
}
// XrTime runs `offset` ahead of the monotonic clock; the frame being prepared shows two periods from now
static void frame(long long offset) {
xr_time_offset = offset;
last_predicted_time = mono_now() + offset + 21 * MS;
}
static void near(XrTime got, long long want) {
long long d = (long long)got - want;
if (d < -5 * MS || d > 5 * MS) {
fprintf(stderr, "got %lld, want %lld (%+lld ms)\n", (long long)got, want, d / MS);
assert(0);
}
}
int main(void) {
const long long offsets[] = {2564 * MS, 50 * MS, 900 * MS}; // SteamOS 0.4.5; the range seen on older builds
for (unsigned i = 0; i < sizeof(offsets) / sizeof(*offsets); ++i) {
long long offset = offsets[i];
frame(offset);
XrTime display = last_predicted_time;
assert(pose_time_fixed(display) == display); // the frame's display time
assert(pose_time_fixed(display + 30 * MS) == display + 30 * MS); // predicted further ahead
long long mono = mono_now();
near(pose_time_fixed(mono), mono + offset); // OVRPlugin's monotonic "now"
near(pose_time_fixed(mono - 8 * MS), mono - 8 * MS + offset); // a monotonic time just before
near(pose_time_fixed(100 * MS), mono + offset); // nonsense far in the past (XrTime 0.1 s)
}
frame(2564 * MS);
assert(pose_time_fixed(last_predicted_time - 100 * MS) == last_predicted_time - 100 * MS); // recent past: kept
assert(pt_fixed_mono == 6 && pt_fixed_past == 3);
last_display_period = 10 * MS; // the diagnostics count per space and start over after each report
pose_time_note_offset(2564 * MS);
pose_time_note("xrLocateSpace", 1, 2, last_predicted_time - 2564 * MS);
pose_time_note("xrLocateSpace", 1, 2, last_predicted_time);
assert(pt_stats[0].count == 2 && pt_stats[0].min == -2564 * MS && pt_stats[0].max == 0);
pose_time_report();
assert(!pt_stats[0].count && !pt_fixed_mono && !pt_offset_count);
frame(2 * MS); // XrTime is the monotonic clock (a Quest): nothing to tell apart, nothing moved
assert(pose_time_fixed(100 * MS) == 100 * MS);
long long mono = mono_now();
assert(pose_time_fixed(mono) == mono);
frame(2564 * MS);
pose_time_fix = 0;
assert(pose_time_fixed(mono) == mono && pose_time_fixed(100 * MS) == 100 * MS);
puts("ok");
return 0;
}
+34
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@@ -1459,3 +1459,37 @@ def test_dashboard_worker_keeps_watching_for_two_minutes(monkeypatch, tmp_path):
sig = inspect.signature(a.dashboard_worker)
assert sig.parameters["window"].default == 120 and sig.parameters["max_hides"].default == 10
def test_linux_x86_apps_run_through_fex(monkeypatch, tmp_path):
"""x86_64 Linux apps: FEX is found in the compat list like Proton, and the launcher starts the program through
the tool's command chain with STEAM_COMPAT_DATA_PATH set; no ldd check (it can't read x86 programs)."""
import shutil
a = load_agent(monkeypatch, tmp_path)
apps = fake_steam_tools(a, tmp_path)
tools = a.arm64_compat_tools()
tools["fex"] = {"appid": 3127680, "display_name": "FEX-Emu", "from_oslist": "linux", "require_tool_appid": 4185400}
a.arm64_compat_tools = lambda: tools
assert [t["name"] for t in a.linux_x86_tools()] == ["fex"] # the runtimes aren't translators
st = a.cmd_proton_status({"kind": "linux_x86"})
assert st["ready"] is None and st["suggested"]["name"] == "fex"
assert a.cmd_proton_status({})["ready"]["name"] == "proton_11-arm64" # Proton unchanged
(apps / "common/FEX").mkdir(parents=True)
(apps / "common/FEX/toolmanifest.vdf").write_text(
'"manifest"\n{\n "commandline" "/fex-compat-tool %verb%"\n "require_tool_appid" "4185400"\n}\n')
(apps / "appmanifest_3127680.acf").write_text(
'"AppState"\n{\n\t"appid"\t\t"3127680"\n\t"name"\t\t"FEX"\n\t"StateFlags"\t\t"4"\n'
'\t"installdir"\t\t"FEX"\n}\n')
assert a.cmd_proton_status({"kind": "linux_x86"})["ready"]["name"] == "fex"
prep = a.cmd_prepare_linux({"package": "linux.thing", "title": "Thing"})
shutil.copy("/bin/true", os.path.join(prep["incoming"], "app", "thing"))
monkeypatch.setattr(a, "missing_libraries", lambda *x: pytest.fail("ldd on an x86 program"))
res = a.cmd_finalize_linux({"package": "linux.thing", "title": "Thing", "exe": "thing", "x86_64": True})
assert res["missing_libraries"] == [] and a.deployment("linux.thing")["x86_64"] is True
text = open(os.path.join(prep["anchor"], "launch.sh")).read()
line = next(x for x in text.splitlines() if "launch.log" in x and "_v2-entry-point" in x)
assert line.index("_v2-entry-point") < line.index("fex-compat-tool") < line.index("app/thing")
data = os.path.join(prep["base"], "compatdata")
assert f"export STEAM_COMPAT_DATA_PATH={data}" in text and f"mkdir -p {data}" in text # FEX exits without it
assert text.index("STEAM_COMPAT_DATA_PATH") < text.index("fex-compat-tool")
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