- Nov 30, 2020
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Ludovico de Nittis authored
In case a user is experiencing some problems he might try to disable the import of Vulkan layers to better isolate the issue he is facing. Fixes: #37 Signed-off-by:
Ludovico de Nittis <ludovico.denittis@collabora.com>
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- Sep 09, 2020
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Sep 02, 2020
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Ludovico de Nittis authored
pressure-vessel had a few hard coded assumptions about the host system and where to look at for the graphics provider. For example it was assumed that the root was the same host system used by both pressure-vessel current environment (where pressure-vessel-wrap runs) and also later on by `bwrap`. But when we run pressure-vessel in a Flatpak container, the final `bwrap` command is expected to be executed against the real host system (mounted in `/run/host`, in Flatpak). Also when we are in a Flatpak container we might want to pick the graphics stack from the host system (`/run/host`), from the Flatpak container itself or it could even be a completely separate one. (T22373, T22371) Signed-off-by:
Ludovico de Nittis <ludovico.denittis@collabora.com>
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- Jun 23, 2020
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
This makes it easier to try out UI changes in the source tree: we can do everything except actually launching pressure-vessel-wrap. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
This has the advantage of always being an absolute path. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Apr 08, 2020
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Simon McVittie authored
This improves isolation between the host system and the game, and can be used in conjunction with bwrap's init/reaper process to make game termination fully reliable (unlike subreapers, killing the init process automatically kills the entire pid namespace). One major down-side of doing this is that if the game uses process-ID-oriented APIs, for example older versions of <https://github.com/FeralInteractive/gamemode >, then they will not work, because the process ID inside the container is not the same as the process ID outside the container. Unfortunately, Steam's own tracking of the processes that belong to a game is one of the process-ID-oriented APIs that this harms, so this branch does not unshare the pid namespace by default, only when requested. We can use this to test whether it can be done without breaking Steam; We will probably need to cope with separate pid namespaces if we create new containers from inside a Flatpak environment. Also add an option to unload the gameoverlayrenderer.so module, which is not acceptable for production use, but at least works around this well enough to unblock further testing. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Apr 06, 2020
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Apr 03, 2020
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Simon McVittie authored
In Steam Runtime 1 'scout' and Steam Runtime 1½ 'heavy' SDK environments, we have a backport of python3.5 in order to run Meson, and meson.build automatically selects it if available. In newer environments like a developer's laptop, we expect to have a strictly newer Python version, like the python3.7 in Debian 10. One notable exception is that we only require Python 3.4+ for scripts that are meant to run on test machines or on non-developer Steam users' systems, which right now just means the test UI. This version was chosen because SteamOS 2 'brewmaster' and Ubuntu 14.04 'trusty' both have 3.4. Ubuntu 12.04 'precise' only has 3.2, but the Steam client doesn't actually work on 12.04 any more for orthogonal reasons. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Mar 04, 2020
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Simon McVittie authored
In practice we always want the host graphics stack, but maybe this will be useful when debugging. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Feb 25, 2020
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Simon McVittie authored
Suggested by Ludovico de Nittis on !21. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Feb 17, 2020
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Simon McVittie authored
When we start dealing with LD_LIBRARY_PATH runtimes too, the difference will become significant. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Rephrase it so that in the UI, unsharing the home directory looks like the active choice ("separate home directory"), with the shared home directory as the passive/default choice. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
We don't want users who discover this test UI to think that everything is going to work as-is. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Sep 17, 2019
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Simon McVittie authored
This makes testing easier if you nearly always want PRESSURE_VESSEL_TERMINAL=xterm or PRESSURE_VESSEL_SHELL=instead: export one (in addition to PRESSURE_VESSEL_WRAP_GUI=1) before running Steam. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Aug 23, 2019
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Simon McVittie authored
This allows the equivalent of --tty and --xterm to be set via the environment. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Also add --shell=[none/after/fail/instead]. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
In the SteamLinuxRuntime environment, this could be set to the depot's base path (the directory containing 'scout' and 'pressure-vessel'). Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Allow --runtime="", to force not using a runtime, ignoring the environment variable. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Aug 20, 2019
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Aug 16, 2019
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Aug 15, 2019
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Aug 01, 2019
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Jul 23, 2019
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Timothee Besset authored
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- May 10, 2019
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- May 03, 2019
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Simon McVittie authored
Instead of setting the game's launch options every time, you can configure them once, with: env PRESSURE_VESSEL_WRAP_GUI=1 .../bin/pressure-vessel-unruntime -- %command% and then use the launcher. It is currently hard-coded to look for runtimes in ../scout and ../spy relative to its own executable, so you'll want a directory structure like this: pressure-vessel-0.x bin/ pressure-vessel-test-ui pressure-vessel-unruntime ... lib/ i386-linux-gnu/ ... x86_64-linux-gnu/ ... scout/ files/ ... spy/ files/ ... Signed-off-by:
Simon McVittie <smcv@collabora.com>
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