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DroidDeck/docs/development/windows-components-sources.md
The412Banner d1b0ac4df1 Windows components: picked automatically by each game's source (#554)
Each game's Windows components now come from the list its own source
trusts, and the ones that list names turn on by themselves. The user's own
on/off switches always win; each automatic row says why it is on.

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

7.9 KiB

Windows components by source

A game's Windows components (VC++ runtimes, DirectX's d3dx9, XNA, PhysX...) are picked for it by itself, from the list its source keeps. The source badge (Steam, GOG, Epic Games, Amazon Games, Custom) decides whose list is trusted (WinCompSources):

Source List On by itself
Steam The Steamworks Shared redistributables Steam installs with the game: the appmanifest's SharedDepots, else the client's app info (SteamAppInfo) yes
GOG The build manifest's dependencies, kept in the sidecar at install (extra.dependencies) yes
Epic Games The manifest's prerequisite (PrereqName, PrereqPath), kept in the sidecar at install yes, for the mapped parts
Amazon Games fuel.json's PostInstall installers yes, for the mapped parts
Custom, appid in its files Steam's list for that app (SteamMatch certainty FILES: steam_appid.txt, also under steam_settings/ or a parent; an emulator ini; an appmanifest) yes
Custom, matched by name Steam's list for that app (certainty NAME, a store search with the same name) no, Recommended
Custom, no match the folder scan (DependencyDetector) no, Recommended

The folder scan is offered as Recommended for every game.

Steam's data

Never scraped from a website. SteamAppInfo reads the Steam client's own app-info cache in the runtime (Steam/appcache/appinfo.vdf, versions 27-29): the app's depots that point at app 228980 (Steamworks Shared) and its name. Each appid's answer is kept in files/steam-appinfo.json, so it works offline; an app the client has not seen is looked for again after a week. A Steam game with its appmanifest beside it uses the manifest first. droiddeck-seed-redists still marks Steam's install scripts for those redistributables as already run, so the client never runs the real installers.

One Steam match per game

SteamMatch keeps, per added game (by its folder), {appId, certainty FILES|NAME|NONE, source} in files/steam-matches.json. The art fetch (AddedGameArt) and the components read and write the same record; an earlier build's art lookup (added-art/<appid>/steam-appid) is taken over as a name match. A miss is tried again after a week.

Mapping

All in WinCompSources:

  • GOG ids: MSVC<year>[_x64] → vcredist<year> (2017 → the 2015 family, as the folder scan), DirectX*/DX9/D3DX* → d3dx9, DOTNET<n> → dotnet35...dotnet48, PhysX → physx, OpenAL → oalinst, XNA3/XNA31 → xna31, other XNA* → xna40, XLive*/GFWL* → XLiveRedist, XACT* → xact.
  • Epic: Unreal's UE4PrereqSetup/UEPrereqSetup (or a "UE4/UE5/Unreal Engine Prerequisites" name) → vcredist2022 + d3dx9; any other installer by its path, as the folder scan names it.
  • Amazon: each PostInstall command by its path, as the folder scan names it (Unreal's prerequisite as above).
  • Steam: Steamworks Shared depots 228981-228990 (SteamRedists.DEPOTS). Anything that maps to nothing is listed under "Also listed" with its own name. A mapped component that needs a Windows installer here, or is not in the catalog, stays Recommended with its status.

On by itself, and the user's switches

All of it runs on one background thread (AutoComponents), low priority (the runtime helpers an install starts run under nice -n 19 and ionice -c3), one job at a time from one queue: a game's list (worked out again only when the files it is read from change, by modification time, and kept in files/wincomp-findings.json, so a page opens on it at once) and a component's download (each component once, for every game that wants it). What the user asked for goes first: the page of a game (on a metered network too), a store install or an add. A game's list is queued when it is installed, added or edited, when its page opens, when it is launched from DroidDeck (the launch itself only takes what is on already), and for every Steam game once per app start, ten seconds after the launcher is up (Steam installs them without a word to DroidDeck). The queue waits while a session runs, and a download also waits for a validated network (the page then greys what is not downloaded yet, "Available when online", and follows the network live); what nobody asked for also waits on battery saver, thermal status moderate or worse, or a metered network. A component turns on for its games when its download lands, for the next launch, and an open page shows the progress and reads the picks again. One log line per queued and per finished download.

wincomponents.json keeps, per game, auto (each with its reason) and user (each switch the user pressed, on or off) beside games, the effective list the launch reads (still version 1). A user switch always wins over an automatic pick, either way, and a new automatic list never touches it. Picks saved before this build count as the user's own.

The page shows "On for this game" with each reason ("From GOG's list for this game", "Steam installs VC++ 2015 with (app N)"), then Recommended, then "Also listed".

Older store installs

A GOG or Epic game installed before its sidecar kept the store's list gets it once, on the worker (StoreListBackfill): GOG's build manifest for the installed build (dependencies), Epic's manifest (prerequisite name and path), fetched with the saved sign-in - the manifest alone, never a game file - and kept in the sidecar as an install keeps it. Fresh installs now keep the keys even when empty. Without a sign-in or when the store refuses: skipped quietly, tried again a week later; offline is no try. Like any work nobody asked for it waits for an unmetered network, unless the game's page is open.

Apps the client never saw

A Steam app the client in the runtime never saw (not owned, never viewed: a Custom game's steam_appid.txt) is missing from its appinfo.vdf. SteamPics asks Steam for it anonymously: Steam's public CM list (ISteamDirectory/GetCMListForConnect), a WebSocket connection to a connection manager (wss://<cm>/cmsocket/, the transport Steam's web clients use), an anonymous logon (an AnonUser SteamID, no account, nothing of the user's Steam sign-in), a ClientPICSAccessTokenRequest and a ClientPICSProductInfoRequest (at most 25 apps each, all in one connection), the app KeyValues read for depots with depotfromapp 228980 and the name, and a logoff. Kotlin only, no library (TLS from the platform, a minimal WebSocket and protobuf reader). Answers go into steam-appinfo.json like the client's (a miss is asked again after a week).

Order for an appid: the client's appinfo.vdf first (free), then the anonymous lookup. It runs on the components' worker: one batch for every game in the start/after-session pass (before their lists), or the one app of a game whose page is open; never during a session, and as work nobody asked for only on an unmetered, favourable device. Log: steam pics: N apps, M with shared redists.

A game installed during a session

SessionInstalls looks at the Steam libraries' appmanifests every five seconds while a session runs (a manifest re-read only when its time changes); a game whose StateFlags turn to 4 (fully installed) becomes one job allowed to run in the session (AutoComponents.queueInSession): its list (local appmanifest, appinfo.vdf, the kept PICS answer; one small anonymous lookup only for an app nothing knows), its automatic picks written to wincomponents.json (the runtime's copy too) and only its missing components downloaded, at low priority. It waits while a game runs in the session (Steam's reaper SteamLaunch AppId=, or Proton's waitforexitandrun). All other work stays paused. While its components download, the app lists them per game in the runtime's ~/.config/droiddeck/wincomponents-pending.json; droiddeck-wincomponents at launch waits up to 10 s for those (no wait when nothing is pending), then applies what is there: log wincomp: <appid> waited Nms for <ids> or ... launched without <ids> (not ready).