Commit Graph
956 Commits
Author SHA1 Message Date
maxjivi05 8a6877423e AppImage apps: Electron programs such as Heroic open under FEX
Every Electron AppImage hung without a window or crashed at its first page.
Four causes, each enough on its own:

- The session preload's hooks found the real functions with
  dlsym(RTLD_NEXT). Before glibc 2.34 a thread's first dlsym callocs, and
  Chromium's PartitionAlloc calls syscall() from inside its first malloc:
  the allocator waited for itself. On older glibc (the x86 runtime's 2.31)
  next.c now walks the libraries after the preload with no allocation and
  picks each function's default version, as glibc 2.36 does; the old
  lookup handed realpath() and posix_spawn() their compat versions, and
  realpath(path, NULL) failed. arm64 keeps dlsym.
- libpci's sysfs backend exits when /sys/bus/pci/devices is listable but a
  device's files are not (a RedMagic's PCIe root port), taking every
  Chromium GPU process with it. An empty directory is bound over it on
  devices where that happens.
- FEX_OUTPUTLOG=stderr made FEX log to its own duplicate of descriptor 2.
  Chromium dup2()s its IPC socket onto that low number in each child it
  starts, then lists /proc/self/fd, which FEX logs into the socket. Empty,
  FEX writes to descriptor 2 itself.
- The tracer preload served every /proc/<pid>/status as a memfd, which is
  open for writing. Chromium hands each renderer its status as a read-only
  file and checks that it is one. Only a process's own status (pid, tid,
  self, thread-self) is rewritten now.
2026-10-11 00:17:55 -04:00
The412Banner d1b0ac4df1 Windows components: picked automatically by each game's source (#554)
Each game's Windows components now come from the list its own source
trusts, and the ones that list names turn on by themselves. The user's own
on/off switches always win; each automatic row says why it is on.

- Steam games: the Steamworks Shared redistributables Steam installs with
  the game (appmanifest SharedDepots, else the client's appinfo.vdf).
  Steam keeps its install scripts marked as already run.
- GOG: the build manifest's dependencies. Epic: the manifest's
  prerequisite (Unreal's maps to VC++ and DirectX). Amazon: fuel.json
  PostInstall. Older GOG/Epic installs get their list fetched once with the
  saved sign-in; game files are never downloaded again.
- Custom games (the + button, Add all, migrated folders): one shared Steam
  match per game, also used for artwork. An appid from the game's files
  turns components on; a name-only match stays Recommended; no match falls
  back to the folder scan.
- Steam app info for apps the client never saw comes from an anonymous
  Steam PICS lookup (CM websocket, anonymous logon, product info), cached
  per appid; the user's Steam sign-in is never used.
- Missing components download in the background on one low-priority
  worker that pauses during sessions and waits on battery saver, heat or a
  metered network unless the user asked. A game Steam installs during a
  session is readied right away so it can be played without ending the
  session; the launch waits up to 10 s only for a component still on its
  way.
- Page: "On for this game" with reasons, a quiet "Checking what this game
  needs..." only for games never worked out, rows that ease in, pieces that
  need a download greyed out while offline. The intro names no other app.
- The folder scan skips Unity's *_Data/Managed (Mono, not .NET Framework).
2026-10-10 21:15:56 -04:00
MaxsTechReview 0e225d0c6e FEX: preload the fault report only where x86 loaders look (#551)
Preload the FEX fault report only where x86 loaders look

droiddeck-fex put the x86 libfaultreport.so in LD_PRELOAD, which FEX's own
arm64 loader reads too - and FEXServer's, and every child FEX's - so each
x86 start printed "ERROR: ld.so: object '.../libfaultreport.so' from
LD_PRELOAD cannot be preloaded", and an i386 child added "wrong ELF class".
It is now listed in the x86 runtime's own /etc/ld.so.preload, which only
the loaders inside FEX read, as /usr/$LIB/droiddeck/libfaultreport.so.

faultreport.c builds for i386 too, so 32-bit programs get the report as
well instead of an error.
2026-10-10 19:12:51 -04:00
MaxsTechReview d9cd0d2cc8 Desktop: run programs, scripts and AppImages; Switch to Desktop without Deck mode (#549)
* Run programs, scripts and AppImages from the desktop

Windows programs open with the Proton Steam has chosen, and a Steam game's own
launch program is handed to Steam. x86-64 Linux programs and game scripts run
under FEX, and an exec the kernel refuses goes to droiddeck-open through
libblsession's binfmt.c. Programs on noexec shared storage pass KIO's checks; a
folder of Linux programs there, and sharun AppImages, are added by the app once
and run from the copy. Executable scripts run without KIO's prompt, mpv plays
on the software desktop, FEXServer's socket moves under XDG_RUNTIME_DIR, and
Proton runtimes no longer show up as games.

* Switch to Desktop from Big Picture without Deck mode

Big Picture's Switch to Desktop asks the client's SteamOS manager, which the
client only has when started as SteamOS (Deck mode). Without it the request
failed and the screen stayed on "Switching to Desktop..." for good. The live
compat helper now sees the request on its way to the client and hands it to
steamos-session-select, which opens the KDE desktop as Deck mode already did.

* Run x86 programs from shared storage where they lie

FEX asks for the guest's PROT_EXEC when it maps a program or library, which
the kernel refuses on noexec shared storage; FEX never runs those pages
itself, so libblsession maps them without it in FEX's processes. An x86
game, its libraries and its start script now run in place instead of being
copied in; only native code on noexec storage is still copied.

A Steam library's games are never copied, and a Linux game's launch program
opened from the desktop goes to Steam like a Windows one.
2026-10-10 19:12:20 -04:00
MaxsTechReview eadebc46d5 Performance: idle front end, proot stops, launch-time passes and log collection (#529)
* Front end: draw the capsule wall without clipping it every frame

The tilted wall clipped each capsule to a rounded rect and recomposed its columns on every drift
step, and a rotated rounded clip is rasterised in software on the render threads: the idle main
page held about 1.7 cores. The art is now loaded at the capsule's size with its corners already
rounded, each column draws its capsules itself in one layer moved by the drift, and the drift
advances at most every 15 ms. The idle page takes about a third of a core.

* libfakeinput: let calls on descriptors it does not serve skip its lock

Every read, write, ioctl, close and poll of every process in a Proton session went through the
controller lock and the three map lookups, Wine's wineserver pipes and the game's files alike.
A bitmap of the descriptors the maps hold, set before one is handed out and cleared when it is
closed, lets everything else go straight to the kernel.

* Pad motion: ask the display for its rotation four times a second

The rotation was looked up for every sensor reading, every 2 ms, and cost more than the rest of
the reading; it is now refreshed every 250 ms, and the readings no longer allocate pairs.

* Session: keep the library passes out of a game's launch

The redist seeder stamped each prefix with the checksum of the whole set of names, which differs
between the session's pass and the game launch's (the game's own names are added), so every
launch re-appended the markers to every prefix in the library while the game loaded. Each
prefix's marker now lists the names it was given and only the missing ones are added.

The beat's seed and compatibility passes, and the Lossless Scaling ownership probe (which loads
steamclient.so), also wait while a wineserver runs: a launch rewrites the manifest and made them
due at exactly that moment. The game's own launch seeds its prefix regardless.

* Agent: keep the focus watcher's X connection open while nothing changes

The connect timeout stayed on the socket, so with no property change the read timed out, and the
watcher dropped the connection, reconnected and took a fresh snapshot every few seconds.

* Game environment: start Cyberpunk 2077 without REDlauncher

The prelauncher opens REDlauncher, a Qt WebEngine window that hands over to the game half a
minute later and then stays up beside it, well over a core busy for as long as the game runs; its
own --launcher-skip started the game twice. The game's executable is started directly instead.

* netif: answer Wine's network driver from a reading of the link

Mortal Kombat X has Wine's network driver enumerate every interface, address and route table
hundreds of times a second. Each enumeration read /etc/droiddeck-net several times, asked the
kernel for its interface dump again (a netlink socket bound under proot, refused each time) and
looked the real functions up with dlsym. The link file is now read at most once a second, a
refused dump is not asked for again within that second, and the real functions are looked up
once.

* Fast path: create memfds without a stop in proot

proot looks at a memfd's name only to refuse the few that are then executed or locked; every other
memfd_create is now issued from the trampoline. The session's /proc/net and status copies made
one per read, a stop each. Without memfd in the kernel the call still goes to proot's ashmem.

* Logs: run each redaction rule only on a line that could match it

A session's end copies some 70 MB of the Steam client's logs and puts every line through all
twenty-odd rules, most of a minute of a core on the phone after every session. Each rule now runs
only on a line holding what it cannot match without: its keyword, the five separators of a MAC,
the four dashes of a GUID, a long enough hex or token run, the learned account or address text.
Lines with non-ASCII text still meet every case-insensitive rule. Over 895,000 lines of real
client logs, with the device's accounts and addresses learned, the output is identical and the
pass takes a twentieth of the time.
2026-10-10 19:00:33 -04:00
SG3xHERO 96d7c66535 Add Steam Controller support over Bluetooth LE (#404) 2026-10-10 20:53:07 +00:00
The412Banner 90690d1c5c Read the package catalogs from Droid-Deck/DroidDeck-Components (#544)
The Windows components catalog, the desktop and emulator packages, the Linux runtime and the
Steam seed now live on the organisation's components repository, mirrored and built there by
CI; the app reads the catalogs from its main and the files from its releases. The personal
winlator-contents mirror keeps serving older app versions and Bannerlator.
2026-10-10 16:52:33 -04:00
The412Banner abbcb8e3ad Games: old Games folders become entries, not Steam libraries (#542)
Games folders saved before the settings section went away were still
registered as Steam libraries on Automatic, with no way left to remove
them. Once, at app start and before any scan, each game such a folder
listed becomes an entry of its own, keeping everything keyed by its folder
(chosen exe, shortcut appid, name, Start in, launch options, art,
removal); store installs and steamapps are skipped. The folders stay bound
at their old guest paths, so no shortcut changes, and the saved roots are
cleared. A Games folder stays a library only when Steam installed a game
into it; the others leave the library list, and the runtime forgets them.
2026-10-10 16:19:17 -04:00
David Kubeša fe60b3c279 Add global manual landscape orientation setting (#441) 2026-10-10 16:07:12 -04:00
Kurt Himebauch c7455b74ff Merge rules (#540) 2026-10-10 19:13:01 +00:00
Ashish Ajin c875ceda4d Hide the touchpad cursor when switching to direct touch (#424) 2026-10-10 15:02:38 -04:00
The412Banner 666abd134f Windows components: a recommended component is listed once, not again under All (#537)
The full list left out only the 'installed for this game' rows, never the recommendations, so
every recommended component appeared twice (DirectX 9 on Final Fantasy Resonance, both rows
switched on).
2026-10-10 14:54:28 -04:00
Muaz Kadan c115916962 Read the phone's motion sensors only while Steam asks for them (#534)
perf: only read the phone's motion sensors when Steam wants them

The gyro and accelerometer ran at 4 ms for the whole session, even in games without gyro, costing about 6% of a core. Steam already tells the Deck pad when it wants motion (setting 48), so libfakeinput now passes that on and PadMotion follows it, with a short delay to ride out Steam's brief toggles.
2026-10-10 14:44:05 -04:00
0579e688ba fix: preserve keyboard input on composite devices (#435)
* fix: preserve keyboard input on composite devices

* Fix composite input merge noteDevice call

---------

Co-authored-by: Jammo <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>
2026-10-10 14:40:53 -04:00
Muaz Kadan bc50de3b55 Fix CPU temperature showing 0°C in the performance overlay (#516)
Since the proot speed-up in #494, the overlay couldn't find the CPU sensor and showed 0°C. It shows the real temperature again.
2026-10-10 14:39:30 -04:00
ArthurandJames Yeung 6489232598 Fix NativeAOT GC region range defaults (#385)
Use the bare hex value accepted by older NativeAOT runtimes and CoreCLR. Cover the default and shared and per-game overrides.

Co-authored-by: James Yeung <[email protected]>
2026-10-10 14:38:47 -04:00
0x142857andxXJsonDeruloXx c23c436502 Controller: optional Select button that opens the Steam menu (#384)
* Controller: optional Select button that opens the Steam menu

* Controller: translate the Select-opens-Steam-menu option

* Controller: clearer wording for the Select-opens-Steam-menu option

* docs: evidence for the Select-opens-Steam-menu option

---------

Co-authored-by: xXJsonDeruloXx <[email protected]>
2026-10-10 14:38:07 -04:00
abduznik fad52ec125 Terminal: release createSubprocess's JNI local references, and the cwd chars against cwd (#527)
Fix JNI local reference leak in createSubprocess

The argv and envp loops took one local reference per element from
GetObjectArrayElement and never released it, so the references piled up
until the native call returned. ART aborts the process at 512 local
references ("local reference table overflow"), and both loops share the
table, so a long argument list plus a large environment could hit it.

Delete each element's local reference once its chars are copied and
released, after ReleaseStringUTFChars since the chars depend on the string.

Also release the cwd chars against cwd rather than cmd; the call passed
the wrong jstring.

Adds a host-side test that runs termux.c against a mock JNIEnv that counts
local references and checks release pairing. It needs a jni.h (JNI_INCLUDE,
JAVA_HOME or the NDK) and skips without one.

Fixes #507
2026-10-10 14:29:51 -04:00
Nicolás Gómez Solano d22e458d64 fix(audio): avoid InputStream.readAllBytes() for Android 12 compatibility (#531) 2026-10-10 14:29:46 -04:00
The412Banner 1b7cb4179d Windows components: leave out WebView2, which only Microsoft's installer can lay out (#532)
Its files sit in a container no extractor opens and may not be hosted, so a recording cannot
source them; installing it means running the installer in the prefix, which no runtime here
does. With it gone the waiting section is empty.
2026-10-10 14:03:04 -04:00
MaxsTechReviewandxXJsonDeruloXx c1c22dfd37 Launch the executable a Store package declares (#400)
Store and GDK folders name their game in MicrosoftGame.config or
appxmanifest.xml. Picking the top-level Unreal bootstrap instead failed
with "CreateProcess() returned 2" when the Store had renamed the
shipping exe.

Co-authored-by: xXJsonDeruloXx <[email protected]>
2026-10-10 13:46:03 -04:00
kmnkv1 0043cefab5 Rumble: don't restart the vibrator on every force-feedback packet (#514)
fix: stop restarting the vibrator on every force-feedback packet
2026-10-10 13:34:19 -04:00
kaosjammoandJammo 41f68ef1a1 Fix launcher fullscreen around display cutouts (#432)
Co-authored-by: Jammo <[email protected]>
2026-10-10 13:33:59 -04:00
The412Banner 9743ac3abc Windows components: leave out the OpenAL setup program, a twin of the DLL copy that installs here (#528) 2026-10-10 13:32:12 -04:00
SG3xHERO ca6cfcd193 Unfolded deck controls (#407) 2026-10-10 17:24:23 +00:00
Willie Yao d41424170a Controller editor: snap controls into line while dragging (#490) 2026-10-10 15:11:50 +00:00
kmnkv1 f4678935c4 Odin 3: skip the low-latency Wi-Fi lock, whose WLAN firmware hang reboots the device (#512) 2026-10-10 11:06:29 -04:00
Kurt Himebauch 416eb41d8d feat(desktop): add desktop uninstall and legacy LXQt cleanup (#493) 2026-10-10 10:59:32 -04:00
Kurt Himebauch 6e0d456dd7 fix(amazon): sync library with nile's headers and registered serial (#500) 2026-10-10 10:58:18 -04:00
The412Banner 8ac555664a Windows components: Access 2000 runtime installs here (an MSI inside a 7-Zip-openable wrapper) (#505)
art2kmin.exe is Setup.exe + Data1.msi in a wrapper 7-Zip opens, so the MSI engine lays it out
like any other package; it was on the setup-program list by assumption.
2026-10-10 01:31:23 -04:00
The412Banner 4bf4e53ecf Build: verify the runtime inputs only after the session scripts are staged (#504)
With parallel task execution, verifyRuntimeInputs and stageSessionScripts could run at the
same time; main's build at 3d50e6b1 hashed droiddeck-netmanager mid-copy and failed with
'Missing or changed runtime input'. The check now runs after the staging tasks.
2026-10-10 00:38:23 -04:00
The412Banner 3d50e6b1ae Windows components: hide Vulkan RT and the IE8 update; honest captions for the waiting section (#502)
* Windows components: hide Vulkan RT, whose loader every Proton here ships

vulkan-1.dll is in lib/wine/x86_64-windows and i386-windows of Proton Experimental (ARM64),
GE-Proton and proton-cachyos alike, so the catalog's VulkanRT entry would only shadow it. It
joins the list the page leaves out.

* Windows components: the waiting section says what is really missing (a recording), not 'coming next'

* Windows components: leave out the IE8 security update, which patches a browser no prefix has

* Windows components: the waiting caption without an apostrophe the resource compiler rejects
2026-10-10 00:24:14 -04:00
The412Banner 846b20f78a CI: re-pin the Debian image and stop the publish workflow replacing it (#501)
The publish workflow's push trigger fired again on the branch's rebase and overwrote the
release asset with a freshly compressed copy, so main's first build failed the checksum and
fell back to the registry pull. The env file now pins the asset as published; the workflow is
dispatch-only, defaults to a new tag, and refuses to replace an existing asset unless asked.
2026-10-09 23:59:58 -04:00
The412Banner a229d196bb CI: host the Debian image the preloads build in on a release of this repo (#497)
* CI: host the Debian image the preloads build in on a release of this repo

The preloads step pulled debian:bullseye from a public mirror on every build whose preload
cache missed; the mirrors rate-limit the shared runner addresses and failed two builds in an
hour tonight. Debian 11 is frozen upstream, so the image is published once (workflow
ci-debian-image.yml, release ci-debian-bullseye-r1, pinned in tools/linuxfs/debian-image.env)
and the build downloads that file; only if that fails does it pull, with retries.

* CI: pin the published Debian image (ci-debian-bullseye-r1, 34 MB)

* CI: a new Debian image rebuilds the preloads (env file joins the cache key)
2026-10-09 23:21:11 -04:00
The412Banner 61bfc04704 Windows components: hide the CJK fonts and PowerShell, which every Proton here ships (#496)
Proton Experimental (ARM64), GE-Proton and proton-cachyos all carry Malgun, MS Gothic, YaHei
and SimSun in share/fonts and Wine's PowerShell wrapper, so the catalog's cjkfonts and
powershell entries would only shadow what is already there. They join gecko and mono in the
list the page leaves out.
2026-10-09 23:13:53 -04:00
The412Banner 9b90386e73 Windows components: install from a recording of the installer's result (#495)
* Windows components: install from a recording of the installer's result

A catalog entry may name a 'snapshot': what its own setup program leaves in a prefix,
recorded once in Wine by winlator-contents' tools/snapshot/record.py (the files it places and
the registry values it writes, the self-registering DLLs' CLSID entries included). With one,
the setup program never runs here: the files come from the archive beside the recording, or
out of the vendor's installer by the paths the recording maps (small generated ones inline),
and the registry values go to registry.json for droiddeck-wincomponents to write at launch.
The steps a recording makes redundant are skipped; DLL overrides still apply. A component
with a recording counts as installable; its prerequisites must still be.

* droiddeck-msi-install --unpack: open archives nested inside an installer

QuickTime's cabinets and an NSIS pack's payloads sit inside the unpacked installer; they are
opened in place into '<name>.nested' folders, two levels deep, the same layout the component
recordings map their file sources to, so a recording's paths resolve on the device (QuickTime:
593 of 593).
ci-debian-bullseye-r1
2026-10-09 22:56:18 -04:00
Kurt Himebauchandmaxjivi05 ddc4c18faf Steam's touch controller as on-screen controls (beta) (#431)
* feat: Steam's touch controller as on-screen controls (beta)

* fix: Steam touch controls appear once the session makes the device; tidier default layout

* fix: Steam touch layout decoding, saved layouts and new sessions

* docs: Steam's touch controls

* feat: Steam's touch icons, labels and colours on the touch controls; pick and save them like Steam

* feat: Steam touch icon picker as in-session panels; layout colour; docs

* Give each physical controller its own player slot

Every controller fed the one exported pad, so two pads played as one.
The first controller keeps slot 0 (the Deck in a Steam session); further
ones get slots 1-3 as separate Xbox 360 pads, created on first input and
removed on disconnect. In Deck mode only the Steam client sees those
pads and hands them to games through Steam Input. Rumble follows the
slot it names.

* feat: Steam Link's touch menu, per-game input modes, action set editing, add/copy/paste, oval controls, paste control

* feat: Steam touch controls drawn as Steam Link draws them; Steam Link's touch menu and layout tray

* feat: Steam touch controls in DroidDeck's style, D-mark guide button, shake to hide

* refactor: Steam touch controls become an On-screen controls choice instead of a second dropdown

---------

Co-authored-by: maxjivi05 <[email protected]>
2026-10-09 21:12:46 -04:00
MaxsTechReview fb8361b197 Expanded Fastpaths for proot and increased performance up to 57% (#494)
* perf: fast path resolves links, /proc and glue as proot does, and answers uname, isatty and passwd

The fast path handed back to proot whatever crossed a symlink, /proc or a directory proot
only shows as glue, which is most of what Steam and Wine ask. It now walks a path the way
proot's canonicalize() does, so those calls stay in-process:

- links are followed in guest terms and their text detranslated as detranslate_path() does,
  including readlink into a buffer the kernel cut short and /proc's exe, cwd and fd links;
- a binding proot dropped at start is dropped here too, glue above a binding is ENOENT, and a
  last component proot cannot stat is left to the kernel;
- pipe and socket dirfds are ENOTDIR, rmdir("dir/") removes dir, and "." and ".." go to proot;
- a blocking accept() with a connection already waiting no longer goes to proot.

Also answered: uname() and gethostname() (proot's utsname never changes), isatty() (glibc
2.43 asks with TCGETS2, which proot rewrites) and getpwnam/getpwuid when nsswitch.conf
sends passwd to files first and the entry is there (Xwayland asks for every client).

equiv.py, equiv2.py and equiv3.py match line for line with and without the fast path
(222, 507 and 924 lines). Per call on the RedMagic: realpath 240 us -> 1.0 us,
realpath /proc/self/fd/N 408 -> 9.9, getpwuid 41.5 -> 4.6, uname 28 -> 0.006.

* perf: LD_AUDIT module skips library lookups proot would fail

ld.so looks each library up along the game's search path, and Proton puts the game's
directory, Steam's runtime and video directories and its own library directories ahead of
/usr/lib: 72% of ld.so's opens in an Among Us launch failed, each a round trip to proot.

libblaudit.so answers la_objsearch() for a candidate proot would certainly fail with ENOENT
(its directory walked as canonicalize() walks it, the name or a directory on the way missing).
It has no libc and maps the fast path's trampoline itself. Each lookup's first candidate is
still opened, since a skipped one fails with ld.so's errno as it stands, and the default
directories are never skipped, so dlerror() reads the same. droiddeck-proton and the extra
wrapper add it to LD_AUDIT when the fast path is on.

* perf: droiddeck-proton checks a tool's components with one sha256sum

Each program the launcher starts pays a dozen traced library lookups under the game's search
path before it does anything. One sha256sum over every listed file replaces one per file;
the check itself is unchanged.

* perf: build a locale archive for C.UTF-8

Every program loads the locale LANG names before main(). glibc ships C.UTF-8 as a directory
it looks for once per category under two spellings, before reading gconv's module lists:
about 30 opens, each a stop in proot, in every process of the session. droiddeck-session
builds /usr/lib/locale/locale-archive (and gconv's cache) once per glibc package, so that is
one open.

localedef names a finished archive by hard link, which Android refuses; with
DROIDDECK_LINK_RENAME=1 libblsession turns a refused link into a rename that will not replace
an existing name.

* perf: library beat starts its helpers only when what they read changed

Every 15 s the session ran droiddeck-seed-redists (some forty programs under proot) and, when
a library directory had changed, steam-compatibility: a burst of thousands of proot stops each
quarter minute, game loads included. The seeder now runs when a library changed or a prefix
(or Proton's template for them) is unmarked, the compat pass when a manifest, depot, tool or
config.vdf changed, both checked from bash without starting anything, and each every five
minutes regardless. The seeder reads its stamp and the time without a subshell each.

* perf: fakeinput opens pad.log on its first line

Every process the library is loaded in opened the session's pad.log at start, a stop in proot
on shared storage, and most never write to it. The file is now opened when there is a line to
write.

* docs: the fast path as it ships, the audit module and measured launch times

* fix: a game the app launches after an idle spell comes to the front

The Steam client brings a game it launched forward only while it counts someone as present,
which it reads from gamescope's input counter. A game the app launched after four or more
minutes without a touch started, mapped its window, and stayed behind the library page until
the next input (device: Palworld, Stardew Valley, Fallout: New Vegas, Mortal Kombat X; the same
on main). The session now watches a requested launch, and when the game's window is focusable
but the interface keeps focus for two polls, counts one input on gamescope's counter, as a key
would. Nothing changes for a launch the client already brings forward.
2026-10-09 20:55:18 -04:00
The412Banner a5fd64f9f2 Games: revamped add games feature (#492)
Adding and managing your own (non-Steam) games moves out of the Steam
settings into the Games tab, and works like Steam's own non-Steam
Properties.

- A + beside "Games N" opens a compact in-app picker: the storage first,
  then that storage's root, every folder, .exe files only. Picking an exe
  adds the game with its name, art, Custom badge and Steam shortcut.
- "Add all games in this folder" adds every game folder inside at once.
  A summary opens immediately and fills in as each game is found, with a
  "?" where the exe was a close call and a red X to remove a game.
- An edit button on each Custom game opens its editor: Name, Target
  (ranked exes, Other exe…), Start in, Launch options, the four pieces of
  art with thumbnails, and Remove. Edits go through the same Steam
  shortcut, so the appid never changes and nothing duplicates.
- Art chooser per piece: images in the game folder, Steam's official art,
  SteamGridDB alternatives, your own image, or back to automatic.
- Finding the exe: up to five folders deep, every exe scored (name match,
  Unreal -Shipping builds, bin folders and size up; launchers, crash
  reporters, installers, redistributables and depth down).
- Real titles from the game's files (Steam manifest, GOG info, the exe's
  version info), keeping the folder's spacing when both spell the same
  title, underscores read as spaces.
- Art: the exact Steam appid when the game names one, strict name
  matches otherwise, Steam's hashed asset paths for newer games,
  SteamGridDB as a fallback (built-in key from the SGDB_API_KEY secret,
  optional own key in Setup, sealed with the Keystore), and a cover made
  from the exe's icon when nothing else has one.
- Removing a game is instant and keeps its files; adding it again brings
  it back. Steam's shortcut list is rewritten once, in the background.
- The Games section is gone from Steam settings; folders added before
  keep listing their games. Artwork switch and SteamGridDB key are in
  Setup.
2026-10-09 19:50:03 -04:00
Kurt Himebauch e0a7ce4f88 fix(desktop): address KDE feedback and keep local builds in sync with CI (#488) 2026-10-09 21:35:37 +00:00
Kurt Himebauch b213ae77b4 feat(stores): bring the launcher's motion to the stores pages (#482)
* refactor(ui): share End session's step-out as StepOut

* feat(ui): let PageFlood carry a tile's art

* feat(stores): bring the launcher's motion to the stores pages

* fix(stores): lay out the pane's rows in a column

* fix(stores): a game page no longer leaves the pad's focus on a dead card and crashes the next press

* perf(stores): GOG remembers its non-games and the library cache loads off the main thread

* fix(ui): a step-out's backdrop never takes the pad's focus

* feat(stores): modes step out of the store chip, each store in its own colour, search in the header

* feat(stores): sign-in pages in the Steam tab's style and an are-you-sure for sign out

* style(stores): drop the sign-in page's store eyebrow, which the title already names

* style(stores): the sign-in page is the store's name and Sign in

* fix(ui): the focus ring follows a control until it stops and meets one still rising into place

* feat(stores): the store a pad's focus is on shows without A, and a press never lands on where it sent focus

* perf(stores): keep chip motion responsive while libraries change
2026-10-09 14:55:03 -04:00
The412Banner 6e5932cb68 Stores: seal the GOG, Epic and Amazon sign-in files with an Android Keystore key (#486)
The stores' sign-ins (files/stores/<store>/credentials.json: access and refresh
tokens, account id and name) were plain JSON. Other apps could not read them, but
every program in the Linux session runs as the app and could. They are now sealed
with AES-256-GCM under a non-exportable AndroidKeyStore key (StrongBox when the
device has one), so the session only ever sees ciphertext.

- Format: a versioned envelope {v, alg, iv, ct}, written atomically and readable
  only by the app. No new dependencies (javax.crypto and KeyStore).
- Migration: an existing plaintext file is sealed at the next start, checked by
  decrypting it, then the plaintext is removed; users stay signed in.
- No Keystore on the device: the file stays plain and the log says so once per
  start.
- A sealed file that can never be opened (tampered, key gone or invalidated,
  broken envelope) is removed and that store asks for sign-in again. A transient
  Keystore error keeps the file and retries.
2026-10-09 14:42:23 -04:00
The412Banner 38e3fa2a33 Logs: every log in app-private storage, shared as one scrubbed zip (#484)
Session folders, tool and installer logs and the stores' log now all live under the
app's private files/logs instead of Download/DroidDeck, and every existing "Share
logs" action bundles them into one zip that goes through a final scrub.

- Where: LinuxRuntime.logDir() = files/logs; sessions keep their dated folders and
  30-session pruning, tools/ and stores/ beside them. The "Logs" setting keeps its
  meaning. Game save backups stay in Download/DroidDeck/Saves.
- Migration: at first start the old session folders, tools/ and loose logs move from
  Download/DroidDeck into files/logs (Saves untouched), and every moved folder is
  scrubbed under the current rules.
- Scrubbing: one rule set (SecretScrub) for the stores' log and the zip. The scrub
  marker carries the rules version, so a rules change re-scrubs every folder at the
  next start (in the background, a few at a time). Steam login account names and
  emails, account-name fields, OAuth codes, tokens in URLs and private LAN
  addresses are removed; Windows exception codes and server addresses are kept.
- Share: one zip of the current session folder plus the last 7 days of stores/ and
  tools/, written to cache/share and handed to the share sheet.
2026-10-09 13:28:03 -04:00
The412Banner 8e1a676f19 Windows components: lay out installer .exe wrappers without running them (#480)
* Windows components: lay out installer .exe wrappers without running them

The components page could only take .msi packages apart; most catalog entries ship an
installer .exe, so VC++ runtimes, .NET Framework 4.0-4.8 and the .NET Core/5+ runtimes sat
under 'Need a Windows installer'. droiddeck-msi-install now opens those wrappers and lays
out the packages inside the same way:

- WiX bundles (Visual C++ 2012-2022, .NET Core/5+ desktop runtimes): the .wixburn section
  names the containers, each a cabinet found by its header (signing moves them); payloads
  get the names the bundle manifest lists, so each package finds its cab1.cab beside it.
  ARM64 packages are skipped, x86 and x64 both laid out.
- Self-extracting cabinets (Visual C++ 2005-2010): cabextract, external cabinet beside the
  package (vc_red.cab).
- Self-extracting 7-Zip archives (.NET Framework 4.0-4.8): 7-Zip, now bundled with the
  msitools (Arch Linux ARM 7zip 26.04: 7z + its 7z.so plugin, licences beside the others).
  The complete product (netfx_Full_*) wins over the 4.0 parts and the per-Windows copies.
- An .exe that is its own setup program (NSIS, InnoSetup) reports that it holds no package.
- --unpack opens an archive for the app: DirectX's redistributable for XACT's cabinet picks.

The app executes the remaining catalog steps offline: set_windows (HKCU\Software\Wine
Version), set_register_key, get_from_cab (through --unpack) and 'uninstall Wine Mono' (the
mscoree override beside it is what matters), and reads url/file_name the catalog nests under
'environment' on a few .NET entries. Setup-program installers stay in the waiting section
with a note that says what they are.

Verified on this branch's engine with msitools, cabextract and 7z: VC++ 2010 x64 (19 files,
61 values), VC++ 2022 x64 bundle (26 files, 66 values), .NET 4.0 (1053 files, 6056 values,
Framework64\v4.0.30319 with clr.dll and mscorlib.dll, NDP\v4 keys) and .NET 4.8 (1633
files, 522 GAC assemblies, 6495 values). Not yet run on a device.

* Windows components: the pressed row greys out and shows its own two-step progress bar

Pressing a switch now greys that row at once and runs a thin bar across it: the download
0..100, then the install 0..100, with a caption naming the file or the stage (a dependency's
name in front while that installs first). Turning a component off greys the row the same way
until the pick is saved. The page-wide bar at the bottom is gone; Done waits on the busy row.

droiddeck-msi-install reports how far along it is ('progress 37% placing files'): reading,
each cabinet, every 5% of files placed, the registry, done - and a wrapper maps each package
into its share, so a bundle's two packages run 10..55 and 55..100. The app parses the percent
and passes a typed Progress (component, stage, phase, percent) up to the editor.

* Windows components: the ones turned on sort to the top of the list

In 'All components' the picks for this game come first, in their usual alphabetical order
among themselves; turning one off returns it to its place. The row moves once the install has
finished and the pick is saved, not while its progress bar is running.

* Windows components: an 'Installed for this game' section under the recommendations

What is turned on for this game gets its own section between Recommended and All components,
alphabetical; the recommendations stay where they are (a recommended pick stays there). A
component in the section leaves All components, and goes back to its place when turned off.
LB/RB jump through the new section too.
2026-10-09 12:36:05 -04:00
The412Banner 7c946db440 Stores: GOG, Epic Games and Amazon Games libraries, installs and cloud saves (#476)
A Stores section (rail, under Games; Setup › Stores gate) with each store's sign-in,
library, storefront shelves and a download queue. Each store has two tabs, Store and
Library, and Library filters to All or Installed; libraries open from a saved copy
and refresh in the background, with install sizes on every card. Games install to internal storage,
or a card chosen at Install time, and are registered in the Steam client as non-Steam
games, so they launch through Steam and droiddeck-proton from either the front end or
the client.

- Downloads: GOG, Epic and Amazon engines in Rust (app/src/main/rust/stores, built by
  cargo-ndk, nothing compiled in the tree). One adaptive fetch core with a latency
  brake, stalled-host handoff and every CDN a store offers. Per-stage progress,
  pause/resume, two-step cancel that deletes, failed downloads kept for retry, a
  foreground service with Wi-Fi and wake locks and notification controls.
- Games tab: store source chips (Steam, GOG, Epic, Amazon, Custom) and store art.
- Epic: per-launch exchange code from the app and from Steam's Play button,
  "Epic sign-in (EOS)", "Launch offline", and a game's web links opened in Android's
  browser for EOS consent. The EOS overlay crashed games and is left out.
- Cloud saves (GOG, Epic): pulled before launch, pushed after the game or the session
  ends, no upload before a first download, conflicts never overwritten, backups both
  ways.
- Logs: every store line redacted; the engine log goes to daily files.
2026-10-09 11:08:17 -04:00
Kurt Himebauch eaf26c8a20 feat: replace the LXQt desktop with SteamOS-style KDE Plasma (#473)
* feat: replace the LXQt desktop with SteamOS-style KDE Plasma

* feat: leaving the KDE desktop logs out through Plasma and returns to gaming mode

* feat: DroidDeck logo wallpaper as the KDE desktop default

* feat: build the KDE wallpaper from the DroidDeck mark artwork

* ci: keep the built desktop package as a short-lived artifact for device testing

* fix: the desktop loading screen no longer promises Steam on the desktop

* docs: the output resize comments name the desktop's KWin

* fix: the desktop package verifies every package's Arch Linux ARM signature and never replaces a published tag

* fix: programs sent to the GPU from the desktop drop its software rendering overrides

* fix: an interrupted desktop install no longer counts as installed

* feat: pin the desktop package to its DroidDeck-Components release instead of the catalog
2026-10-09 10:39:50 -04:00
Magarto 0a96767657 Desktop: keep the session when the big cores cannot be pinned (#394) 2026-10-09 07:13:57 -04:00
SG3xHERO 32054e156e Add a Follow screen resolution for foldables (#403) 2026-10-09 07:13:06 -04:00
Kurt Himebauch fd6d6b7c46 fix: proot fast path hands opendir of a directory symlink to proot (#454) 2026-10-09 07:11:09 -04:00
Kurt Himebauch c101a451e3 perf: fast path answers Steam's pre-2.33 stat calls and stays off without the patched proot (#466) 2026-10-09 03:14:29 +00:00