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DroidDeck/tools
MaxsTechReview eadebc46d5 Performance: idle front end, proot stops, launch-time passes and log collection (#529)
* Front end: draw the capsule wall without clipping it every frame

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

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

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

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

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

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

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

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

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

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

* Game environment: start Cyberpunk 2077 without REDlauncher

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

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

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

* Fast path: create memfds without a stop in proot

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

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

A session's end copies some 70 MB of the Steam client's logs and puts every line through all
twenty-odd rules, most of a minute of a core on the phone after every session. Each rule now runs
only on a line holding what it cannot match without: its keyword, the five separators of a MAC,
the four dashes of a GUID, a long enough hex or token run, the learned account or address text.
Lines with non-ASCII text still meet every case-insensitive rule. Over 895,000 lines of real
client logs, with the device's accounts and addresses learned, the output is identical and the
pass takes a twentieth of the time.
2026-10-10 19:00:33 -04:00
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