Commit Graph
98 Commits
Author SHA1 Message Date
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
The412BannerandThe412Banner da42a5d7a7 DirectAudio from its own release: driver set per Proton interface (CachyOS fix), the Steam client's own DirectAudio sink, binaries out of tree (#439)
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]>
2026-10-08 12:35:00 -04:00
Kurt Himebauch 679948e792 Include PR descriptions and queue catalog updates (#421)
* Include a short PR description in build announcements

* Queue catalog refreshes without cancelling publishing runs
2026-10-08 00:46:34 -04:00
Kurt Himebauch e0fc8362b8 Fix PR build report lookup (#420)
Use standalone jq to filter paginated PR comments
2026-10-08 00:32:11 -04:00
Kurt Himebauch 9d8ff9615f Separate PR build announcements (#418)
* Separate PR build announcements and retire closed builds

* Isolate watcher test clocks and clean up the agent server
2026-10-08 00:23:55 -04:00
Kurt Himebauch bf17ce1151 fix: revert gamescope patch 0113 now that games run on their own Xwayland (#372) 2026-10-07 06:25:06 -04:00
MaxsTechReview adc86fc7df Fix Audio Crackling on Pulse & DirectAudio (#338)
* 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.
2026-10-06 17:10:00 -04:00
The412BannerandThe412Banner 08559a02f8 Windows components: install .msi packages (XNA, PhysX, GFWL, MSXML...) without running them (#347)
* 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]>
2026-10-06 14:14:28 -04:00
Kurt Himebauch ffaa906cd1 fix: catch KGSL GEM_CLOSE at ioctl instead of exporting drmIoctl (#305)
* fix: avoid reusing retired KGSL GEM handles

* fix: defer closing GEM_CLOSE'd KGSL dma-buf descriptors

* Revert "fix: defer closing GEM_CLOSE'd KGSL dma-buf descriptors"

This reverts commit 191bf4b6f2.

* test: interpose drmIoctl without releasing GEM_CLOSE handles

* fix: catch KGSL GEM_CLOSE at ioctl instead of exporting drmIoctl
2026-10-06 11:52:16 -04:00
The412BannerandThe412Banner bc01b77752 Force SSBS for Proton games (libssbs.so), switch under FEX preset (#328)
* Force SSBS for a game's Wine: libssbs.so, opt in per game

Wine's arm64 signal code resumes threads from a Windows CONTEXT whose
Cpsr never carries PSTATE.SSBS, so every signal return leaves the
thread running with speculative store bypass disabled - slower on cores
such as Oryon. Bannerlator fixes it in its own Wine builds
(force_ssbs.diff, Sonicadvance1) and with an LD_PRELOAD adapter for
layers it cannot rebuild. DroidDeck's Protons (Valve, GE, CachyOS ARM64)
come prebuilt from Steam but run the same aarch64 Wine signal path, so
the adapter applies here: tools/linuxfs/ssbs/ssbs_adapter.c, the same
source built for glibc (+ sysv_signal), staged to
/usr/local/lib/libssbs.so.

droiddeck-game-env preloads it when the game's (or the shared)
environment sets DROIDDECK_FORCE_SSBS=1, and only into an ARM64 Proton.
Off unless asked for: the gain is unproven on Snapdragon 8 Gen 3.

For testing: SSBS_ADAPTER_OBSERVE=1 counts without changing anything
(the baseline) and SSBS_ADAPTER_DEBUG=1 logs the fixes; both also count
signals that ARRIVE while a thread runs without SSBS, which shows
whether anything besides signal returns clears it. Checked on an ARM64
Linux kernel: a handler that clears SSBS left 4 of 5 later signals
arriving with it clear; with the adapter, 0 of 5.

* Force SSBS: a switch under the FEX preset in Steam settings

Steam settings > Games gets "Force SSBS" right under the FEX preset, off
unless turned on. Like the preset it goes into the game environment's
defaults (DROIDDECK_FORCE_SSBS=1), published at once and read by
droiddeck-game-env on the next game launch, so a game's own environment
can still set it to 0.

Measured on the device with the adapter's counters (AYANEO Pocket FIT,
DiRT 3 on GE-Proton11-7-aarch64): observing only, 8192 of 8277 signals
found the thread running without SSBS; with the adapter, none did - it
keeps the bit set everywhere Wine clears it, as a rebuilt ntdll would.
The speed-up itself is reported on Oryon cores and was not measurable on
the FIT's 8 Gen 3, hence off by default.

---------

Co-authored-by: The412Banner <[email protected]>
2026-10-06 09:27:15 -04:00
Kurt Himebauch b80d5db176 ci: require isolated version bumps (#303) 2026-10-06 03:26:14 +00:00
The412BannerandThe412Banner 0607bb0b3a Fix Xwayland dma-buf leak: close Zink's emulated GEM handles on KGSL (#275)
Close Zink's emulated GEM handles on KGSL (Xwayland dma-buf leak)

The session preload hands out GEM handles on the KGSL render node by
duplicating the dma-buf descriptor, and released them only through
drmCloseBufferHandle. Zink gives handles back with
drmIoctl(DRM_IOCTL_GEM_CLOSE) instead, which KGSL refuses, so every
duplicated descriptor stayed open and kept its buffer alive.

Xwayland asks for a handle for each buffer it imports through gbm. With
"Force game windows fullscreen" fighting a game's own resolution
(DiRT 3 at 1280x720), the game recreates its swapchain many times a
second and Xwayland piled up ~2,000 old swapchain images (6+ GB) in
seconds until Android killed the session. A preload trace on the device
put 2,090 of 2,118 open dma-buf descriptors in Xwayland on
drmPrimeFDToHandle called from Zink.

Handle GEM_CLOSE on the KGSL node in drmIoctl, and check the three DRM
symbols are exported in CI.

Co-authored-by: The412Banner <[email protected]>
2026-10-05 12:44:16 -04:00
MaxsTechReview 49a5f4aa94 ESync, FSync, NTSync + OpenNow + FEX for Desktop Apps (#197)
* Make the Compatible Proton ARM64 the default and label compatible builds

The CompatToolMapping "0" default always points at DroidDeck's Proton
ARM64 tool, and per-game picks of adopted GE/CachyOS builds are kept,
including when the shortcuts writer remaps.

The tool is named after the Proton build it runs, Proton Experimental
ARM64 (Compatible), or Proton 11.0 ARM64 (Compatible) once that newer build
is installed. Adopted builds carry the same Compatible mark, read from a
string resource the app stages into the runtime, and the Proton page
explains which builds have the prefix fixes.

The registrar is renamed steam-compatibility and the tool
droiddeck-proton-arm64. Existing installs migrate on the next session: the
old tool directory is removed, every mapping that named it moves to the new
tool, and the retired bannerlator-steam-compat script is removed from the
runtime. CI and local packaging include the renamed script.

* Drop the duplicate R import left by merging main

* Add userspace ntsync for Proton on Android

Android kernels have no /dev/ntsync and its app policy refuses futex_waitv,
so every Proton 11 build here fell back to wineserver for every wait.
libblsession now serves /dev/ntsync itself: wineserver opens a memfd region,
each sync object is a timerfd that carries its slot, and the kernel ntsync
ioctls are answered in shared memory with futexes, following the kernel
driver's wake order. Valve's Proton Experimental ARM64, GE-Proton and
proton-cachyos use it unchanged.

Locks record their owner so a killed process cannot wedge the others,
signals are held off inside each critical section, dead processes and
exiting threads are swept, and object lifetimes follow close, dup2, dup3,
close_range and received descriptors.

Fast sync is on by default under Performance > Session fixes, and
PROTON_NO_NTSYNC=1 turns it off per game.

* Add droiddeck-esync as the default sync for Proton on Android

Without a kernel ntsync driver, Proton 11 builds here fell back to
wineserver for every wait. droiddeck-esync brings eventfd and shared-memory
sync to the exact Proton build a game runs on: a pack holds that build's
ntdll.so and wineserver with the patch series in tools/droiddeck-esync
applied, and the guest runs Proton from a shadow tree that links the stock
tool and swaps in those two files. A wineserver from a pack still prefers
/dev/ntsync when a kernel driver or droiddeck-ntsync is there.

Packs are built in Valve's SDK image from each release's own wine source
(Proton Experimental ARM64 tags, GE-Proton and proton-cachyos releases); the
control build must reproduce the release binaries byte for byte, and a
signed index lists the packs. The APK bundles the packs pinned in
release.env, the app fetches newer ones, and Steam's compatibility tool
picks the pack for each Proton build, so new Proton releases get packs
without an app update.

The ntdll side reads, writes and polls its eventfds with raw system calls,
so the guest's LD_PRELOAD wrappers stay out of the sync path. The server
abandons a mutex once a thread killed by TerminateThread has really exited
and when its process dies, and a mutex's owner and recursion count change
in one atomic step, so a killed owner cannot touch the next owner's count.

droiddeck-esync is on by default and PROTON_NO_ESYNC=1 turns it off per
game; droiddeck-ntsync, the userspace ntsync, is now an opt-in toggle.

* Watch Valve's Proton releases and build droiddeck-esync packs for them

A scheduled workflow reads the Proton ARM64 builds Steam ships (anonymous
steamcmd app info) and the upstream source tags, compares them with the
previous watch state and starts the pack build for any build that has no
pack yet. The pack build applies the patch series with --fuzz=0 and runs a
smoke test of each new pack against the esstress suite before it is
published.

* Add droiddeck-fsync, keep Steam and the app on one Proton, fix DirectAudio

droiddeck-fsync: libblsession answers futex_waitv(2), which the app
sandbox refuses, in userspace, so Proton's own fsync runs on the stock
Proton files with no pack. Waiters register the words they wait on in a
table beside the fsync shared memory and sleep on a futex of their own;
FUTEX_WAKE on the fsync memory wakes the registered waiters. Slots carry
one owner word that the sweeper and the owner claim with a CAS, and the
mapping table is rebuilt under a lock held across the real munmap, so a
reused address or a recycled slot cannot lose a waiter. It stands in for
a Proton build without a pack (droiddeck-ntsync where fsync is off), takes
over for games with esync off, and the "droiddeck-fsync first" toggle
(BL_FSYNC_FIRST, also per game) puts it ahead of the packs. The games
Proton keeps off fsync and esync never get it. A launch into a prefix
whose wineserver is still running keeps that server's sync choice.

One Proton for Steam and the app: the Components page's Proton is the
default Steam uses, applied live through the client while Steam runs
(droiddeck-steam-compat) and at the next start otherwise; a choice made in
Steam's menu comes back to the app. Requests are ordered by a sequence that
never goes backwards, and the page no longer jumps back to the default
after a swap or restore.

DirectAudio: the wrapper wrote the driver key with its backslashes
stripped, so no game ever used DirectAudio. Wine 11 also loads a builtin
only from the prefix, so the driver is now linked into system32 and
syswow64 before "directaudio,pulse" is selected; mmdevapi falls back to
winepulse whenever DirectAudio cannot start.

* Pick esync, ntsync or fsync from the Steam settings' Games group

A three-way tab row above the FEX preset sets the sync Proton games use. It
writes the existing switches together (droiddeck-ntsync, droiddeck-fsync
first, droiddeck-esync), so the Performance toggles and the tabs always agree,
starts on esync and keeps the choice until it is changed again.

* Make droiddeck-fsync the default sync for Proton games

A fresh install, or one that never picked a sync, starts on fsync; a choice made
in the Steam settings' Games group still sticks. Games Proton keeps off fsync
still fall back to droiddeck-esync.

* Add wineserver to the Wine sync tabs and order them ntsync, fsync, esync, wineserver

wineserver turns every in-process sync off so games wait through wineserver;
picking any other tab turns sync back on. The tabs shrink to fit a narrow pane.

* Shorten the Wine sync description

* Answer openat2 and execveat for FEX in the session preload

FEX opens every file of its x86 rootfs with openat2(RESOLVE_IN_ROOT) and
only falls back to the host path on EXDEV. Under proot on Android openat2
answers ENOSYS, so each lookup of an x86 library silently went to the host
and missed. The exported syscall() now turns openat2 into openat once the
real call reports ENOSYS: RESOLVE_IN_ROOT paths are taken relative to the
root fd (FEX has already resolved the links inside the rootfs), and an
absolute path under RESOLVE_BENEATH fails with EXDEV as the kernel would.

execveat with an absolute path, or relative to AT_FDCWD, and without
AT_EMPTY_PATH or AT_SYMLINK_NOFOLLOW, is plain execve; it is sent as such
because proot refuses execveat with a directory fd, which FEX uses when it
re-executes itself for a child x86 program.

* Run x86 Linux games and programs through FEX

Steam: Linux-only titles that have no ARM64 build (from the client's
appinfo cache: type game, demo, application or beta) are mapped to a new
compatibility tool, droiddeck-fex ("Linux x86 (FEX)", linux to linux,
no required runtime). Valve's own "fex" tool needs pressure-vessel, which
cannot run under proot, so a mapping to it or to a Steam Linux Runtime is
replaced; any other pick the user made stays. Titles that also ship for
Windows stay on Proton. When such a title is installed and FEX or the
sniper runtime is missing, the client is asked to install them.

droiddeck-fex runs the program under the FEX that Steam installs (app
3127680), with Steam Linux Runtime 3.0 (sniper, app 1628350) as the x86
rootfs:
- the sniper platform is linked in place from its usr-mtree (relative
  links only, files/usr -> .), once per runtime version;
- the x86_64 and i386 builds of libblsession and libfakeinput go into the
  runtime's lib/<triplet>/droiddeck and its etc/ld.so.preload, mirroring
  the session's own list, so x86 programs get the pads and the session
  fixes (FEX passes their system calls straight to the kernel, so the
  ARM64 preloads cannot reach them);
- Config.json sets RootFS and the GL and Vulkan thunks, so x86 games draw
  with the device's Turnip and Mesa;
- the FEX preset and the game's own environment from the Steam settings
  apply, and ARM64 entries are dropped from LD_PRELOAD/LD_LIBRARY_PATH.
It also links ~/.steam/sdk64 and sdk32 to the client's x86 steamclient
when the client has one and nothing is there yet.

Desktop: x86_64 and i386 AppImages can be imported now; they unpack
through FEX (or unsquashfs) and record their architecture. Scripts,
AppImages and programs started in a run session use FEX automatically
when they are x86, and each added app has a "Use FEX" Auto/On/Off choice
in its edit dialog. The launchers' "still running" checks also look at
FEX processes, whose exe is FEX rather than the program. A GitHub release
without an ARM64 AppImage falls back to its x86_64 one. Decky's x86
loader starts through droiddeck-fex instead of the fex-mesa rootfs path,
which no runtime ships.

The x86 preloads are built against glibc 2.31 (Debian 11) so they load
in sniper: tools/linuxfs/build-x86-preloads.sh, run in CI and by
build_local.sh. fakeinput's stat hooks fall back to __xstat on a glibc
without a stat export, and mmap64 takes off64_t for the i386 build.

* Keep a FEX unixlib from outliving its DLL

A FEX package or original bundle without the aarch64-unix helpers left
the previous version's libarm64ecfex.so / libwow64fex.so in the Proton,
so the new DLLs loaded a unixlib built for another FEX. A swap now removes
the helpers the package does not carry; FEX then runs DLL-only, which it
already falls back to when Wine cannot load the unixlib.

* Fix the Wine sync choices an audit found

- wineserver tab: it passed Proton's environment through, so a build with
  esync built in (GE, cachyos) still ran esync and a kernel ntsync would
  still be used. It now sets PROTON_NO_ESYNC, PROTON_NO_FSYNC and
  PROTON_NO_NTSYNC (unless the game's own environment sets them).
- ntsync tab: a Proton whose wineserver has no /dev/ntsync client got
  wineserver-only sync although fsync would work. The hash cache records
  whether the wineserver has one; without it the launch goes to
  droiddeck-fsync, and no stand-in or pack turns droiddeck-ntsync on.
- A build with esync built in returned before the per-game fallbacks, so
  a game that turns esync off ran with no in-process sync. It now gets
  droiddeck-fsync, or droiddeck-ntsync where fsync is off too.
- When a pack's proton cannot start and the stock one is used, or the
  selection fails, the prefix's record now says stock, so a second
  launch into the same running prefix no longer picks the pack's ntdll.
- droiddeck-fsync: its mutex is held across fork and re-made in the
  child, a closed or replaced shm fd is forgotten (close, dup2, dup3,
  close_range, closefrom), and a waiter woken while it was leaving on a
  timeout or signal reports the wake instead of losing it.
- BL_SYNC_MIN_NOFILE applies per game to every verb, debug logs carry
  prefixes.json, the device report names the chosen sync instead of the
  three raw switches, and PATCHES.md and the proot notes describe the
  selector, the fsync default and droiddeck-fsync's futex_waitv.

* Name the runtime's scripts and files droiddeck, migrating old installs

The guest scripts are droiddeck-* now (droiddeck-session and the other 19),
as are the files the app and scripts generate (etc/droiddeck, the network
state files, the components dir, the Steam install stamp, the redist marker,
the extra-Proton wrapper and backups) and the compositor's own names
(libdroiddeckwayland, droiddeck_* sources, DROIDDECK_* switches, the
wl_output and seat names).

Installed runtimes carry on: LegacyNames moves etc/bannerlator and
share/bannerlator over and leaves relative links at the old paths before
every proot command, turns any old script into a link to its new name,
moves the generated files and points menu entries at the new scripts.
The session scripts and steam-compatibility move their markers on first
use, the components dir's desired.tsv is rewritten with it, and the
runtime counts as installed under either session script.

Kept: the banner_ahb_v1/banner_desktop_v1 wire names and BANNER_AUDIO_DIRECT
(read by prebuilt Turnip and Wine builds), Banners-Turnip and other
third-party names, BL_* switches, libblsession, and credits to Bannerlator.

* Unpack x86 AppImages without FEX, then ask Steam for FEX

Importing an x86 AppImage failed when FEX was not installed yet ("needs FEX
to unpack and no unsquashfs is installed"). AppImages now unpack with
uruntime (VHSgunzo, MIT, v0.8.1 aarch64, pinned by sha256 and shipped
unmodified with its licence), which reads SquashFS and DwarFS images of any
architecture natively. FEX's own --appimage-extract and unsquashfs stay as
fallbacks, and an ARM64 image whose own runtime cannot unpack it goes the
same way.

An x86 import with FEX missing records that FEX is wanted, so the next
Steam session requests FEX and the Steam Linux Runtime, and the program's
page says FEX is not set up yet and how to get it.

* Run Vulkan Qt Quick AppImages on Wayland

OpenNOW (Qt 6.8, Qt Quick on Vulkan) closed within two seconds in a run
mode. The session sends toolkits to gamescope's Xwayland, and Qt's xcb
backend only presents with Vulkan when Mesa's X11 WSI does, which needs
DRI3; Xwayland on KGSL has none, so Qt found no queue that can present and
aborted ("Failed to create RHI").

An AppImage that bundles Qt Quick, the Vulkan loader and Qt's Wayland
plugin now runs on gamescope's Wayland socket (the desktop's, outside
gamescope), where Turnip presents as it does for games, with Qt's xcb
backend as the fallback. SDL_VIDEODRIVER and XDG_SESSION_TYPE follow, so
helpers that pick their window system from them (OpenNOW's streamer) agree
with Qt. Everything else stays on X11; a qt file in the app's directory
(wayland or xcb) overrides the choice.

* Keep gamescope's WSI layer away from Qt apps on its Wayland socket

OpenNOW still closed at once: its FFmpeg (the Raspberry Pi fork, libavutil
61) creates its Vulkan queues internally synchronized whenever the driver
offers VK_KHR_internally_synchronized_queues, which DD-Turnip does. The
gamescope WSI layer registers every queue of a new device through
vkGetDeviceQueue, which only returns queues created without flags, so it
got VK_NULL_HANDLE and vkroots aborted on assert(obj) before Qt opened a
window.

Programs that draw on gamescope's Wayland socket do not need the layer,
which only carries X11 windows past Xwayland, so it is turned off for
them. OpenNOW bundles no Vulkan loader (it reaches Vulkan through Qt and
dlopen), so a binary that uses QVulkanInstance counts as a Vulkan app too,
and a Qt Quick app left on X11 says why in the session log.

* Keep the end of the session log, and say when FEX is missing

The session sends its output through head -c into session.log. head
writes through stdio, so it held up to 4 KB that proot's --kill-on-exit
threw away when the guest ended: every log stopped mid-line at a 4096-byte
boundary, losing exactly the lines that say why a program quit (an x86
AppImage's "x86 Linux programs need FEX" among them). dd writes each read
as it comes and keeps the same cap.

A run mode always ends with status 0 (gamescope does not pass its child's
on), so a program that could not start just closed. When the log says FEX
is missing, the ended screen now says so and how to get it.

The app reads FEX's readiness from status.json, which only a launch or an
import wrote, so it still said "not set up" after Steam installed FEX.
droiddeck-fex status rewrites it, and a Steam session ends with it while
FEX is wanted. FEX is also looked for at the tool's root and under files/,
and a tool folder without it lists what it holds.

* Let FEX and its runtime install runnable on an SD card library

A Steam library on shared storage loses the executable bits, so native
tools are staged in private directories bound over it; only Proton and
SteamLinuxRuntime folders were. FEX (3127680) installed there could never
run, droiddeck-fex saw no FEX and kept asking Steam for it. FEX and the
sniper runtime (1628350) now get private directories from their first
download, whatever their install folder is called.

* Keep fsync off in the pack smoke test

A runner whose kernel allows futex_waitv started stock Proton with fsync,
so the server-side baseline never said what the test waits for and every
pack was waved through as untestable; the esync run would have measured
fsync too.

* Judge a pack against stock's own esstress failures

Stock Proton fails esstress's dup wait all under server-side sync as well
(a Wine bug, seen on the phone too), and any stock failure made the test
call the runner unusable. A pack now fails only when it crashes, hangs or
fails a check stock passes.

* Ask Steam for FEX and its runtime one at a time

Both steam://install requests were started together, and the running client
took only the first: FEX installed, the sniper runtime FEX needs never did.
Each request now waits for the client to take it before the next.

* Bundle the first published droiddeck-esync packs in the apk

* Log how an x86 program under FEX ends

FEX keeps its own errors quiet unless asked, so a program it could not run
left nothing in the session log. Its log now goes to stderr, and the AppImage
launcher records the program's exit status or the signal that ended it.

* Show the log a failed AppImage program wrote

Programs like Eden stop themselves on a failed check and say why only in
their own log under the home folder. When the program ends badly, the end of
any log it wrote during the run is copied into the session log.

* Report where an x86 program under FEX hit an illegal instruction

A tiny x86_64 preload, built without libc, catches SIGILL and writes the
address, the instruction bytes and the mapping they belong to before the
program dies as it would have. droiddeck-fex preloads it into x86_64 programs.

* Load the fault reporter from the x86 runtime

Programs under FEX look libraries up in the x86 runtime, so the reporter is
copied there with the other preloads and named by its path inside it.

* Hand FEX its x86 runtime and thunks through the environment

Valve's FEX runs portable and reads its config beside itself, so the
Config.json droiddeck-fex writes was not seen: programs ran without the
runtime. The runtime, thunk libraries and thunk list now also go in FEX's
own environment variables, and each launch says what it was given.

* Use the sync pack built for the installed Proton release

Some Proton releases ship byte-identical ntdll.so and wineserver (Valve
11.0-2b/2c, CachyOS 0702/0703), so a pack built for a newer release
matched an older install exactly and the older install never fetched its
own pack. A pack from a newer release no longer counts as an exact match;
among matches the one built for the installed version wins, then rev.

The app ranks the pack a tool already uses the same way and only fetches
a pack that ranks higher, reads the release epoch from tools.tsv and
refetches when tools.tsv changes. A prefix whose server is still running
re-checks its recorded pack on waitforexitandrun and starts fresh when a
better one now applies.

* Keep published sync packs and revocations consistent

The publish step never replaces a pack that has an entry beside it; a
pack left without its entry by an interrupted run is replaced so the
build stops repeating. Discovery counts revocations the signed index does
not show yet, including superseded packs only the flavor releases list,
so the index is signed again. The release watch always builds every
flavor.

* Fetch the droiddeck-esync packs from DroidDeck-Components

The packs, the signed index and the apk bundle now live in the releases
of Droid-Deck/DroidDeck-Components, together with the pipeline that
builds them, so this repository keeps only the app and the guest code
that consumes them. The app's index and asset URLs point there,
release.env names the repository its bundle comes from, and the apk
builds drop bundled packs that the published index revokes.

* Stop the apk build when the published sync index cannot be read

* Ask Steam for one FEX dependency at a time

The client shows a confirmation dialog for each steam://install, and a
second request replaces the first dialog, so FEX was never installed
when the runtime was requested right after it. The next dependency is
now requested once the previous one has an app manifest.

* Use generic names in the AppImage test fixtures

* Give x86-64 apps under FEX the Vulkan thunk

Apps that bring their own glibc and Vulkan loader skipped FEX's thunk
overlay and loaded their bundled desktop Mesa drivers, which crash on the
phone's GPU during Vulkan setup. droiddeck-fex now adds an x86-64 audit
module when a program's bundled glibc and libstdc++ meet the thunk's
version needs. The module sends libvulkan.so.1 lookups to a nodelete stub
that needs FEX's thunk path. That keeps the thunk mapped when an app
unloads Vulkan and loads it again, since FEX keeps its first trampoline
links and the old addresses get reused.

The fault reporter now restores the default action before re-raising,
because FEX ignores SA_RESETHAND and the handler looped.
2026-10-04 12:43:57 -04:00
MaxsTechReview e7b6876877 Add the droiddeck-esync pack pipeline (#189)
Builds esync packs for new Valve, GE and CachyOS Proton 11 releases on arm64
runners, smoke-tests them against stock with esstress, and on main publishes
each pack and a signed index as non-latest releases. A watcher checks Steam
and the GE/CachyOS releases every 20 minutes and starts a build for new ones.
The app side lands separately with feat/userspace-esync-ntsync.
2026-10-04 02:58:55 +00:00
Kurt Himebauch db2e1d7da2 Fix runtime removal and first-run Steam setup (#185)
* Fix runtime removal races and show removal progress

* Bootstrap Steam from the selected client channel

* Show runtime progress below its Setup row

* Always stage current session helpers and verify APK assets

* Initialize Steam UI scale once using the handheld default
2026-10-03 22:03:26 -04:00
xXJsonDeruloXx eda5ece382 Add Android clipboard text paste into Steam sessions 2026-10-02 17:29:41 -04:00
xXJSONDeruloXx 4a5e4b76e3 ci: publish the GitHub release from the Release APKs run, with the notes from docs/releases 2026-10-02 01:34:41 -04:00
xXJsonDeruloXx 9928bfe780 ci: keep component releases off latest and pre-release 2026-10-01 21:34:06 -04:00
xXJsonDeruloXx a491dec5c4 fix: check PR test builds against main's versionCode instead of a release 2026-10-01 21:29:01 -04:00
xXJsonDeruloXx 17ef33ee31 fix: find the stable app release and accept fork builds when signing PR test builds 2026-10-01 21:19:55 -04:00
Kurt Himebauch 8f9a849c48 Merge branch 'main' into feat/performance-fixes-2 2026-10-01 14:38:33 -04:00
xXJsonDeruloXx 08b2cf0894 feat: feed the overlay's fan, GPU memory and Valve msm reader paths 2026-10-01 13:28:26 -04:00
Kurt Himebauch 0e1f6f15a1 Merge branch 'main' into feat/performance-fixes-2 2026-10-01 12:44:00 -04:00
xXJsonDeruloXx c4de482b6a ci: publish signed test builds automatically for PRs from this repo's branches 2026-10-01 09:15:03 -04:00
xXJsonDeruloXx 45422b739b ci: wait for the PR build before publishing a test build instead of failing 2026-10-01 06:54:05 -04:00
Kurt Himebauch d59734e375 Merge branch 'main' into feat/performance-fixes-2 2026-09-30 23:56:24 -04:00
xXJsonDeruloXx d4c16b5b59 fix: finish PR test publish after signing 2026-09-30 23:25:47 -04:00
xXJsonDeruloXx 3cdb77fd65 fix: allow catalog to inspect active tests 2026-09-30 23:06:09 -04:00
xXJsonDeruloXx 8dc24f244c feat: publish and consume update catalog 2026-09-30 22:46:44 -04:00
Kurt Himebauch b565c4a6e5 ci: streamline signed PR test builds (#114) 2026-09-30 22:18:08 -04:00
maxjivi05 8cfd54a739 Add proot fast path for in-process path lookups
Preload library answers stat/open/access/readlink in-process via a
trampoline page proot 0014 lets through seccomp. On by default with a
Performance toggle; also sets GLIBC_TUNABLES rseq=0 and malloc top_pad.
2026-09-30 21:05:10 -04:00
Kurt Himebauch 6beeb29486 feat: add an Updates page that installs Stable, Nightly or test builds in-app (#98)
* feat: add an Updates page that installs Stable, Nightly or test builds in-app

* style: put update channels on the left and the build on one line

* style: make the update card read like a system updater

* feat: expand update notes, show the build beside the title, fit with button hints

* style: check for updates with the refresh icon Components uses
2026-09-30 11:25:18 -04:00
Kurt Himebauch ade2e982b6 ci: sign PR test builds in every variant and take stable from the org repo (#97) 2026-09-30 10:53:26 -04:00
xXJsonDeruloXx dfa3b12f48 ci: remove PR approval gates from signed releases 2026-09-30 09:14:30 -04:00
The412Banner b4b31d5a08 ci: say what each DroidDeck-CI build is at the top of its release notes (#92) 2026-09-30 00:11:55 -04:00
xXJsonDeruloXx ffd9f92d7b ci: keep main DroidDeck-CI releases published 2026-09-29 10:46:50 -04:00
MaxsTechReviewandMaxsTechReview d8d375cb9a Steam Owned Games Importing (#62)
* Add ownership-aware Steam game folder imports

* Fix Steam title lookup and installed game manifests

---------

Co-authored-by: MaxsTechReview <[email protected]>
2026-09-28 18:13:08 -04:00
MaxsTechReviewandMaxsTechReview 240f1194c0 Fix/variables (#60)
* Add editable per-game environment settings below FEX presets

* Add typed preset variable pickers and default D3D12 capability levels

---------

Co-authored-by: MaxsTechReview <[email protected]>
2026-09-28 15:17:57 -04:00
xXJSONDeruloXx 7592684b6f ci: publish to DroidDeck-CI with the org's CI app, not a personal token
DROIDDECK_CI_TOKEN never existed, so PR Release Publish skipped its
upload, and a personal token would expire and belong to one person. Both
workflows now mint a token of the org's DroidDeck CI Publisher app,
installed on DroidDeck-CI only with Contents: write (its ID in the
DROIDDECK_CI_APP_ID variable, its key in DROIDDECK_CI_APP_KEY). No
fallback: a main build without them fails its announce job.
2026-09-28 14:51:13 -04:00
xXJSONDeruloXx 7b78e1629b ci: publish each signed main build to DroidDeck-CI for the Discord post
Run artifacts need a GitHub sign-in to download. Each signed main build
is now also a prerelease main-<sha> of the public DroidDeck-CI (all
variants and their SHA-256s; the last 10 kept, PR releases untouched),
and the Discord post links its standard apk and the release. Without
DROIDDECK_CI_TOKEN the post links the run's artifacts as before.
2026-09-28 14:49:43 -04:00
xXJSONDeruloXx 124f162ee8 ci: post each signed main build to Discord
A job after the signing of a main build posts to the Discord's builds
channel: the merged PR (or the commit), and a link to the run's signed
apks. The channel's webhook URL is the DISCORD_BUILDS_WEBHOOK secret;
without it the job posts nothing and passes.
2026-09-28 14:46:41 -04:00
xXJSONDeruloXx 1fd8c50225 ci: sign every package variant on main
main's build signed only the standard package, so the pubg, antutu and
ludashi variants existed only after a manual Release APKs run. The build job
now reads the variant list from tools/release/variants.txt, as release.yml
does, and main's signing job signs all of them.
2026-09-28 12:42:56 -04:00
xXJsonDeruloXx 614b4d4de4 chore(release): set version 0.2.0 and remove code comments 2026-09-28 10:32:12 -04:00
Kurt Himebauch 78bdc0e3b5 chore(release): bump to 0.2.1 and check the version at release time 2026-09-28 11:52:02 +00:00
The412Banner 65fc2a38a3 Cemu (Wii U) from the front end and the desktop, and two session fixes
Cemu never showed a frame on DroidDeck: its Getting Started dialog blocked
every first launch (the folder picker cannot reach ROMs), the session's
controller helper aborted it, and the desktop's Vulkan renderer drew no
cursor. With the Turnip KGSL fix in the driver and the haptic-optional
Cemu in the catalog, this makes the app side complete:

- bannerlator-pad-defaults seeds Cemu's settings.xml once: the Wii U games
  folder, Vulkan, and Cubeb audio on the default device for both the TV
  and the GamePad speaker at full volume (Wipeout 3 plays through the
  GamePad; Cemu's own default is 20 %).
- The Cemu tile launches full screen (-f).
- libfakeinput.so is preloaded into every session process and exported its
  static C++ runtime (~7000 symbols); programs unwound through it and
  aborted (shadPS4 in pthread_exit, Cemu's controller thread). Link with
  --exclude-libs,ALL, and fail the build if the runtime leaks out again.
- On the Vulkan and GLES desktops the pointer worked but no cursor was
  drawn: wlroots hands the cursor to the app's compositor, which draws
  none. WLR_NO_HARDWARE_CURSORS=1 makes labwc composite it itself.

Device-tested on the FIT: Super Mario 3D World in-game at 35-37 fps with
sound, Deus Ex HR DC and Wipeout 3 launch with sound; RPCS3, Dolphin and a
Steam session (FlatOut) unchanged on the same driver.
2026-09-27 16:30:49 -04:00
xXJsonDeruloXx a28aae6e4a test: add unit tests for archive paths and log redaction 2026-09-27 10:52:01 -04:00
maxjivi05 9f0c1fc797 Merge Droid-Deck main into fix/proot-performance 2026-09-24 21:27:31 -04:00
xXJSONDeruloXx b75e0f9800 Trim workflow commentary and redundant build output 2026-09-24 21:01:35 -04:00
xXJSONDeruloXx 0352f4b832 Simplify approved PR signing workflow 2026-09-24 20:45:25 -04:00
xXJSONDeruloXx 8db69f073b Preserve the current PR APK until upload succeeds 2026-09-24 20:22:36 -04:00