A game that closes as soon as it starts can be tripped by Proton's Steam
setup (steam.exe, the Steam registry entries, the Steam client bridge).
The Games page of the session drawer gets a per-game Start without Steam
switch, stored as DROIDDECK_NO_STEAM=1 in the game's environment and listed
in its profile summary.
droiddeck-game-env acts on it for a game launch only: a Proton with umu's
launch (GE-Proton, Proton-CachyOS, DroidDeck-Proton) gets UMU_ID, so it
runs umu.exe in place of steam.exe and still sets up the prefix; a Steam
game keeps its protonfixes under its own id, an added game gets 0. Any
other Proton runs the game straight in the prefix (runinprefix).
* feat(profiles): add persistent per-game compatibility profiles
* fix(profiles): show Windows component overrides
Include per-game Windows component selections in the resolved profile summary so the session overlay marks those games as custom and shows the selected components.
* fix(session): detect Proton games across runtime paths
* fix(profiles): select the active Gamescope game
* fix(profiles): improve per-game reset feedback
* fix(profiles): align session components with game overrides
* fix(session): prefer selected Steam game during refresh
* fix(session): resume profile following when reopening games
* chore: keep local dev testing outside the repository
* test(session): remove local dev package path
* fix(session): preserve profiles when refresh fails
* fix(session): reject empty game profile reset scope
* perf(session): cache drawer inventory by refresh revision
* fix(profiles): align game presets and profile reset behavior
* fix(profiles): preserve originals and normalize shortcut ids
* fix(profiles): keep editor scope stable after rebase
* fix(tests): host Compose tests in both build variants
* fix(profiles): recover interrupted component selection saves
---------
Co-authored-by: Kurt Himebauch <[email protected]>
* fix: Red Dead Redemption 2 launches again, its Vulkan runtime installer is left to run
droiddeck-seed-redists marked every process in every game's install script
as already run, Red Dead Redemption 2's VulkanRT-1.1.108.0 installer
included. Steam's compat config for the game says nativevulkanloader, so
Proton loads vulkan-1.dll native only, and Khronos' loader is in the prefix
only once that installer has run. Without it the Rockstar launcher starts
RDR2.exe and it exits with STATUS_DLL_NOT_FOUND (0xc0000135) before it
opens a window.
A Vulkan runtime installer is now left out of the seeding, and a marker an
earlier seeding wrote for one comes out of each prefix and Proton template
once (dates kept), so the client runs the installer on the next launch.
The installer finishes in a few seconds under FEX.
* fix: Steam's screensaver no longer covers a running game
The client's defaults show screensavers while a game runs, after 300 s on
AC power without a button press - and a held stick or trigger is no press.
Red Dead Redemption 2's intro runs longer than that: the slideshow covered
the game, and the button that woke it reached the game too (B asked to
quit to the desktop). Customization/Screensaver/WhileInGame is seeded "0"
in config.vdf once, like the UI scale and native resolution, so turning it
back on in Settings stays the user's choice.
On the RedMagic: 18 minutes from the last button press through the intro
and riding, focus never left the game and no screensaver was created.
* fix: Rockstar's hidden launcher no longer takes cores from its game
The Rockstar Games Launcher keeps drawing its Chromium interface
(SocialClubHelper.exe: renderers, and a GPU process compositing through
DXVK) for as long as the game runs, hidden behind it - and Wine passes
Chromium's priorities on, so those threads ran above the game's (the GPU
process at nice -10), across every core. With Red Dead Redemption 2 in
front that was 1.3 to 2.5 cores under FEX for a page nobody sees.
droiddeck-launcher-cores follows gamescope's focus from the agent's
focus.json: while a game window has it, every SocialClubHelper thread runs
on the last core of the slowest cluster at nice 19; when the launcher's own
window has focus again each thread gets its own mask and priority back
(also on exit). Stopping the helpers would not hold - proot resumes a
stopped tracee. Started for Steam sessions; BL_LAUNCHER_CORES=0 turns it off.
RedMagic, RDR2 all Low, riding at the thermal limit, same spot and session:
released 46.5 fps, 1% low 27.5, p99 31.8 ms, CPU 89%, 2200 MHz;
held 48.7 fps, 1% low 32.6, p99 27.6 ms, CPU 79%, 2638 MHz.
* fix: sessions clean up what earlier ones left in /tmp
The guest's /tmp is a directory in the rootfs that no boot ever empties,
and Android ends sessions by killing them. Every session left a
/tmp/mangohud.XXXXXXXX (mktemp, never removed), and the Steam client, its
web helper, Chromium apps, dbus-run-session, AppImage runs and KDE their
own temporary files and sockets: 1,422 entries on the RedMagic.
mangoapp's config is now one fixed file rewritten each session, and the
session's first pass sweeps each kind of leftover while nothing that could
own one is running, with a single find. On the device that cleared 1,391
entries over two sessions, leaving 38.
Setup > Proton versions lists DroidDeck-Proton (The412Banner/DroidDeck-Proton) beside
GE-Proton and proton-cachyos: same aarch64 tarball pattern as GE, verified against its
sha512 file, installed by droiddeck-proton-extra (also as "droiddeck" in the session queue)
and adopted by steam-compatibility like any other extra, so it shows as
"DroidDeck-Proton <ver> (Compatible)". Its folder has a space; nothing in the install,
adopt, esync or components paths splits on it.
Update checks: each source's newest full release is looked up at app start and when the
page opens, at most every 6 h (offline keeps the last answer). A newer release shows
"Update available -> <tag>" with Update; it installs beside the old build, which stays
until removed ("Remove old ... versions"), since games are mapped to it by name.
Installed builds are ordered by their version numbers (11-9 before 11-10), not by name,
and the tag each was installed from is recorded. Prereleases and drafts are skipped.
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).
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.
* 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.
* 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.
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
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.
* 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)
* 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).
* 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]>
* 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.
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.
* 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.
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.
* 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
DirectAudio from its own release: driver set per Proton audio interface (CachyOS fix), the Steam client's own DirectAudio sink, binaries out of tree
Games
- Two driver sets ship from the pinned DirectAudio release (tools/directaudio/release.env =
directaudio-linux-v1.1.0, sha256-checked by tools/directaudio/fetch.sh in CI and
build_local.sh): linux-wine11 for Valve Proton 11 / Experimental / GE-Proton, and
linux-wine11-systhread for Proton-CachyOS, whose Wine carries the system-thread mmdevapi
interface. steam-compatibility picks by whether the Proton's own winepulse.so imports
PsCreateSystemThread, never by the version string (both say wine-11.0; the wrong set is
silence). No matching set: DirectAudio off, Proton's audio runs, logged.
- Proton-CachyOS's launcher pre-sets WINE_AUDIO_DRIVER=pulse,alsa and its mmdevapi reads that
before the registry (Valve's and GE's do not read it): the wrapper exports
WINE_AUDIO_DRIVER=directaudio,pulse as well as writing the registry. On CachyOS this also
makes DirectAudio engage on a game's first launch.
- A wineserver from an earlier Steam verb can save its in-memory registry over the appended
Audio value; the wrapper says so when one is live. Writing through it (wine reg add) and
creating a missing prefix first (proton run wineboot) were tried on the device and withdrawn:
a second Proton/Wine run inside Steam's launch sequence got launches aborted.
- Tests: both sets, no set, no prefix (34 pass).
Steam client audio
- DirectAudio = module-directaudio-native-sink, the game driver's AAudio engine inside the
PulseAudio daemon, one step from Android (adaptive buffer, two-burst floor, primed ring with
fades, reopen on route change, watchdog, limiter). Default. Shared output = the previous relay
route, kept. New pref clientAudioRoute; the old boolean is not read. If the native sink cannot
open its stream the daemon keeps running (.nofail) and ensureClientSink loads the plain AAudio
sink instead, logged to audio.log. Audio bundle stamp bumped.
Out of tree
- app/src/main/assets/directaudio/ is generated and ignored; tools/directaudio-relay/ and the
vendored module-directaudio-sink.c + da_relay_proto.h are gone; tools/aaudio-sink keeps only
module-aaudio-sink (the fallback). The release carries the relay and sink field fixes by
MaxsTechReview (#338), credited there and in its AUTHORS.
Device-proven on an AYANEO Pocket FIT: client sink 12 ms / 4 ms bursts, 0 underruns; FEZ on
cachyos-11.0-20261005-slr on DirectAudio (took pulse before); FEZ on Proton Experimental
unchanged; Curse of the Dead Gods on CachyOS from a cold prefix, DirectAudio on first launch.
Co-authored-by: The412Banner <[email protected]>
* fix: keep Steam's directory listings on FUSE libraries
Before it creates, moves or deletes a content file the Steam client lists
the whole destination directory about ten times to match names
case-insensitively. On Android's FUSE storage every listing goes through
the media provider, so reserving space grew quadratically with the number
of files: 33 minutes for Haunted Paws Demo (3,938 files) in a Games folder.
The client's listings under steamapps/ on FUSE are now kept while the
directory's stat is unchanged, for at most five seconds, and patched by
the client's own creates, renames and removals. Other changes fail the
stat check and the directory is read again. BL_NO_DIR_CACHE=1 turns it off.
Haunted Paws Demo into the internal shared Games folder: reserving space
33m08s -> 25-52s, committing 6m15s -> 19-30s, install 39m50s -> 1m12s-1m51s.
Internal storage is unchanged (5s reserve).
* fix: drop stale directory listings on coarse-timestamp volumes
NTFS reports whole-second directory times and a fixed size, so a change
made outside the client's own calls could leave a cached listing stale.
Listings now carry an inotify watch and are dropped on any event the
client's own patched changes don't account for. A forked child stops
caching, since it shares the parent's queue.
Covers rewinddir, telldir and seekdir on cached listings, and directories
opened by the fast-path preload's opendir, which goes through fdopendir.
* Support CJK text with the device's own fonts
The Linux runtime's rootfs ships DejaVu alone, which has no CJK
glyphs, so Chinese, Japanese and Korean text in Steam Big Picture and
on the LXQt desktop draws as tofu boxes (issues #118, #206, #249).
Bind the device's own CJK fonts - Android's world-readable Noto CJK
.ttc, or DroidSansFallback / Source Han - into the guest under
/usr/share/fonts/droiddeck-cjk, so nothing is added to the ~790 MB
runtime image and the coverage follows the device. A new
droiddeck-fonts script, run by droiddeck-session before any program
that queries fontconfig, links the default rules, writes local.conf
with DejaVu first and the CJK families after it, and rebuilds the
fontconfig cache once per set of font files. The desktop's own
fontconfig block moves there, so every mode gets it.
* Fix CJK and Thai: bind the device font directory, not one file at a time
The first cut bound each device font with its own proot -b host:guest. A
per-file binding into a plain directory is not applied here: the guest sees a
zero-byte placeholder where the font should be (stat size=0, fc-scan empty),
so Chinese stayed tofu even though the app had "bound" the font. A directory
binding is what the rest of the runtime relies on, so bind /system/fonts as a
whole under /usr/share/fonts/droiddeck-device. That also brings Thai, Arabic,
Devanagari and the emoji fonts, which the runtime did not have either.
Verified on the AYN Thor: the session's fontconfig probe reports
sans=DejaVu Sans, zh=Noto Sans CJK SC, th=Noto Serif Thai, and Steam Big
Picture in Simplified Chinese renders without tofu (screenshot under
docs/development/evidence/).
---------
Co-authored-by: xXJsonDeruloXx <[email protected]>
* feat: run a guest agent in every session for commands, focus and the Steam client's DevTools
* feat: give the agent bridge game, input, UI and experiment commands behind a Setup toggle
* feat: droiddeckctl commands for the new bridge, a scenario runner and contract tests
* feat: run cleanup steps after every scenario run so a failure cannot leak into the next
* feat: restart a session that died between scenario runs with start --reuse
* fix: give droiddeckctl stop its own, longer wait for the session's logs
* fix: harden debugging tools access and output
Steam saves a shortcut's Properties to shortcuts.vdf as soon as they
change and keeps its appid. The session rewrote every added game's entry
from the app's list before and after each client run, keeping only the
launch options, so a Target or Start In set in Steam, a new name or icon,
the hidden and overlay switches, the last played time and Steam's sort
name were all put back at the next exit.
droiddeck-steam-shortcuts now merges instead: an entry keeps every field
Steam has, and the app's exe is written only where the app changed it.
What the app last asked for and what Steam then had are recorded beside
shortcuts.vdf (.droiddeck-shortcuts.json). A Target changed in Steam to a
file inside the game's folder becomes the exe chosen in Steam > Settings >
Games, and a later pick there replaces it in Steam, so both show the same
exe. The appid now stays with the folder, so changing the exe no longer
turns the game into a new one with a new prefix, playtime and launch
options. A game whose folder is missing is set aside with its settings
and comes back with them. The exit-time merge runs before Steam's logs
are copied.
With Second library on Automatic, every writable Games folder is now a
Steam library: it gets the same private prefix and tool binds as the card,
the app hands the session the list (BL_STEAM_LIBRARIES), and
droiddeck-steam-library registers, relabels and forgets entries from it.
Steam offers them in the install dialog as "<folder> (<volume>)", and
Proton mapping, esync, the redist seeder, desktop entries and the compat
beat read every registered library instead of only the card. Games folder
libraries stop at the fast path's bind budget.
Steam's preallocation on Android's FUSE storage either failed outright
(NTFS answers EPERM, so installs were cancelled as "not enough disk
space") or zero-filled the whole download first (exFAT, minutes for a
small game). After fallocate is refused, the Steam client's ftruncate
extension of its own staging files is reported as done; the writes that
follow fill the file. A 76 MB install to a USB SSD now preallocates
instantly instead of taking about 3.5 minutes.
A library that is not there is left out of the list and forgotten until
it returns, imports whose folder is missing are set aside rather than
offered as broken installs, and the front end refreshes when storage is
mounted or removed.
Steam ships no CJK font and the rootfs only has DejaVu, so a phone set to
Chinese, Japanese or Korean got Steam in that language with every character
drawn as a box. Bind Android's /system/fonts into the guest, index it again
whenever it changes, and prefer the matching Noto CJK face for each language.
* l10n: move hard-coded UI text into string resources (#212)
About 650 user-facing strings were written in Kotlin and Java, so no
translation could reach them and the UI stayed half English in every
language. They now live in values/strings.xml.
- Dialogs, menus, status lines, toasts and errors shown to the user go
through getString/stringResource.
- Code that matched on English text now uses IDs: installer and loading
stages, Decky stages, storage labels and the Back button's order labels.
- Choice lists (upscalers, FPS limits, textures, themes, presets) carry
@StringRes labels instead of English.
- Robolectric tests read the app's resources (includeAndroidResources).
- Six strings nothing used any more are dropped.
Existing translations are untouched; the new strings show in English
until they are translated.
* Layouts: fit longer text in other languages, and small phones
Found by screenshotting every page, tab and menu in each language on a
phone, a tablet, a 640dp phone and a foldable.
- Rail labels shrink to fit instead of being cut off (FitText).
- Tab rows tighten when they overflow and scroll the chosen tab into view.
- Menus fade over a down arrow when more entries are below, and open
scrolled to the current choice.
- On a small phone the desktop card's button moves under its title,
emulator tiles go two across, the GPU support verdict wraps and the
Updates page stacks the channels under the status.
* l10n: translate every string into Spanish, Japanese, Korean and Chinese (#187)
Simplified Chinese, Traditional Chinese (Taiwan) and Traditional Chinese
(Hong Kong, reviewed for Hong Kong wording) are complete, as are Spanish,
Japanese and Korean: no missing keys and no placeholder mismatches.
* Language setting: follow the system, or a language picked in Setup; Steam uses it too (#187)
- Setup -> Launcher starts with a Language row: "System default (...)"
and each language by its own name. With nothing picked the app follows
the system language; a pick applies at once and stays until System
default is picked again.
- Steam keeps its language in ~/.steam/registry.vdf under both
Valve/Steam/language and Valve/Steamsteamglobal/language. Before each
start of the client the guest helper droiddeck-steam-language writes
both (and exportedsettings.json), and the client gets -language.
SteamLanguage maps the app's language to Steam's names: english,
spanish/latam, japanese, koreana, schinese, tchinese.
* l10n: translate the strings main added since, and Chinese review fixes
- Translate the 32 strings added on main since (Windows components,
device details, Force SSBS, native Steam sleep) into all six languages.
- zh-CN: busy labels say what is in progress again (正在取消, 正在导出
...), as the other languages do.
- zh-CN: "set up" is 配置, as Setup is; 设置 stays for Settings.
- zh-TW: proton_compatible_note says 前綴 rather than "prefix".
* Build the DirectAudio relay from source
The relay helper shipped as a prebuilt libdirectaudiorelay.so with no source in the
repo. Its source (The412Banner/directaudio @ 3548a4a, the commit the bundled driver
names in version.txt) now lives in tools/directaudio-relay, unmodified, and CI and
build_local.sh compile it into jniLibs the way proot is built. It shares
da_relay_proto.h with the PulseAudio sink, which is byte-identical to its own copy.
* DirectAudio relay: prime before playing, one consumer, safe buffer floors
- The output stream started before the client had its ring, so every connection
opened with a run of short callbacks: six clicks per stream on a RedMagic, even idle.
The callback now plays silence until the ring holds its target, and only a real
underrun afterwards counts.
- An underrun ends the block with a short fade and waits for the ring to refill to
target before resuming with a fade in, instead of zero-padding every short callback.
Each callback spent starved grows the target, so one stall sizes it for the next.
With a producer freezing 60 ms every 2 s: 14 underruns before, 1 after.
- During a reopen the outgoing and incoming streams could both drain the ring. Only
the promoted stream reads it now; any other plays silence.
- The ring target starts at 40 ms instead of two bursts (8 ms) and keeps what it
learned across reopens.
- The device buffer is at least two bursts; 12 ms was a single burst on devices that
grant a 20 ms legacy stream.
* PulseAudio: the classic path plays through the native-rate AAudio sink
The classic path loaded the prebuilt 0.1.5 module, which opened AAudio at the daemon's
default 44.1 kHz: Android gave it a legacy stream (20 ms bursts) and resampled, after
PulseAudio had already resampled the 48 kHz clients down. Its data callback also waited
on the daemon's IO thread, and it started at two bursts and grew only after an audible
underrun. The app's own module-aaudio-sink, built by CI into the same bundle, now
carries that path:
- The stream opens at the device's rate (48 kHz) with the buffer at two bursts or
30 ms, whichever is more, still growing a burst per underrun.
- A write that times out part way keeps the rest for the next write instead of
dropping it.
- A stream reopened after a route change asks for the rate the first one got, so the
sink keeps its format instead of unloading.
* Audio: DirectAudio sink at audio priority, deeper client buffers, no decay probing
- module-directaudio-sink's IO thread asks for nice -16 like module-aaudio-sink's, so
the client's producer keeps up under game load.
- PULSE_LATENCY_MSEC=60 for the session: libpulse clients under FEX (the Steam
client, winepulse when DirectAudio is off) keep enough queued to ride out a late
wakeup.
- BANNER_AUDIO_DIRECT_DECAY=0: the driver's decay shrinks the device buffer every
10 s of quiet until it underruns again, a click by design.
Both sit ahead of Downloads/droiddeck-env and per-game environment, which still win.
* Audio: drop the session-wide PULSE_LATENCY_MSEC
On an AYN Thor it took the Steam client's stream to 110 ms (60 ms tlength on top of the
sink's 40 ms) with no underruns to show for it, and the delay was audible. Clients pick
their own buffers again; the per-game option still sets it.
* PulseAudio sinks: wait in the poll loop, never in a blocking call
Clients' audio reaches a sink as messages its IO thread handles in pa_rtpoll_run. The AAudio
sink spent each iteration inside a blocking AAudioStream_write for up to a burst, and the
DirectAudio sink inside a futex wait for up to a burst, so a client's data sat unread and its
stream ran dry: a Chromium-shaped client (44.1 kHz float, 30 ms tlength, 10 ms minreq) had
304 underflows in 30 s on the AAudio sink, heard as crackling in the Steam client. Bursts of
20 ms (a legacy stream, an AYN Thor) made it worst.
- module-aaudio-sink writes without blocking, renders only what the device has room for, and
comes back after half a burst. 0 underflows in 30 s, with and without 8 busy cores.
- module-directaudio-sink tops the ring up on the same half-burst timer instead of sleeping
on the relay's futex.
* DirectAudio relay: vendor the source the shipped binary was built from
The import took 3548a4a, the commit the bundled driver names in version.txt, but the relay
binary that shipped came from e4727e9 on the same branch (feat/linux-relay-mic): its strings
match a build of that source exactly. 3548a4a has no --mic-fifo, so with the microphone on the
relay printed its usage and exited, and DirectAudio played nothing. This is e4727e9 as
published; the fixes made on top of 3548a4a follow in the next commit.
* DirectAudio relay: prime before playing, one consumer, safe buffer floors (on e4727e9)
The same changes as ca5d39b, carried onto the e4727e9 source: playback waits until the ring
holds its target, an underrun fades out and re-primes, starved callbacks grow the target, only
the promoted stream drains the ring, the ring target starts at 40 ms and survives reopens, and
the device buffer is at least two bursts.
* Steam client audio: DirectAudio by default
A fresh install plays the Steam client through the DirectAudio relay. Choosing Classic in the
Steam cog is stored and kept; only an install that never chose falls back to DirectAudio.
* Windows components: install .msi packages (XNA, PhysX, GFWL, MSXML...) without running them
droiddeck-msi-install reads a Windows Installer package's tables with msiinfo and unpacks its
cabinets with cabextract, then lays out what Wine's msiexec would have installed: files at their
64-bit Windows paths (Program Files (x86), syswow64...), .NET assemblies in the GAC, side-by-side
assemblies in winsxs, and the registry values in the view the component writes through. Conditions,
features and the folder-setting custom actions are evaluated as on Windows 10 64-bit; what needs
the package's own code (DXSETUP, self-registration) is listed in the component's notes.
droiddeck-wincomponents puts a component's drive_c tree into the prefix (keeping the prefix's own
spelling of each folder) and writes its registry values into system.reg/user.reg before launch,
following Wine's link keys (Wow6432Node\Classes, CurrentControlSet...). Turning it off puts every
value back and takes an added PATH entry out again.
The app installs these from the Windows components menu like the DLL ones: it downloads the .msi
into the runtime and runs the installer there (GuestCommand). msitools 0.106 and cabextract 1.11
come from Arch Linux ARM, pinned in tools/msitools/packages.txt and hosted on the msitools-0.106-r1
release. wine-gecko stays hidden (Proton ships it) and wine-mono keeps waiting (uninstall step).
* Windows components: open with the top switch focused, by touch or by pad
The dialog's window starts in touch mode, where a switch cannot take focus, and the first switch
was asked once, two frames after the list loaded, only when a pad opened it - racing the dialog's
own Done focus. Now it always puts the window in pad mode, holds Done while the list loads and
then asks the top switch every frame until it has focus.
* Windows components: give msitools its own libraries; show a failed install on its row
msiinfo and cabextract sit with their libraries in /usr/local/lib/droiddeck-msitools, which the
loader does not search: every .msi install stopped at "libmsi-1.0.so.0: cannot open shared
object file". droiddeck-msi-install now runs them with that folder on LD_LIBRARY_PATH.
A failed install also says so under the component itself ("Could not install: ..."), not
only at the foot of the dialog, past the list.
---------
Co-authored-by: The412Banner <[email protected]>