Releases: SteamDeckHomebrew/decky-loader
Releases · SteamDeckHomebrew/decky-loader
Built-in Plugin Store, Bug Fixes
- You no longer need to use an external browser to view the Plugin Store. Just tap on the shop icon next to Plugins and it will open the store directly inside the Steam Browser.
- Fixed a race-condition bug where two methods called very close to each other would receive the same ID.
- Fixed a bug where hot reloading would fail for plugins with subdirectories
Working Binary, Fixed Process spawn & termination bug, Fixed callsign hot reload bug
- Processes are now spawned via the multiprocessing API instead of the ProcessPoolExecutor one. I believe this is more robust and reliable.
- Every plugin process spawned, now implements a signal handler for SIGINT that calls exit. This should probably fix these weird issues where the server would not quit unless killed.
- Fixed a logic error in the callsign implementation regarding hot reload/debug.
- The binary submitted, was built by me using local pyinstaller on my Steam Deck, and basic functionality was confirmed working. We ran into weird issues with the Github Action that we use for building, and are looking into a different solution. Until we figure that out, nightly builds will most likely be broken.
Function call and store installation fix
Changelog
- Fixed calling backend functions after steam has been restarted
- Fixed installing plugins from the store (https;//plugins.deckbrew.xyz)
- Fixed install scripts behaving weirdly and not installing / uninstalling everything correctly in some circumstances
- Fixed injecting more than one css rule into Steam
New plugin format, Root plugins, Library improvements
-
Plugins now follow a new format
- Plugin metadata like name, description, html files and flags, now reside in a separate
plugin.json
file. - This allows plugins that only use javascript (called passive plugins internally), to not include any python code at all
- This new format also supports the new
flags
field, where plugins can modify the way the loader treats them. The only flags supported so far areroot
, which loads the plugin into a root process, and thedebug
flag which replaces thehot_reload
setting. - You can find more information on this new plugin format in the Wiki.
- Plugin metadata like name, description, html files and flags, now reside in a separate
-
Library improvements
- Added functions to inject and remove css from tabs.
- Added library function to execute code in a different tab.
- You can now find the documentation for all the library methods in the Wiki.
-
Security improvements
- Plugins are now assigned a callsign (a random string), which they use for all internal identification, like resource fetching and method calls. This is to ensure that plugins only access their own resources and methods.
- Plugins are now owned by root and have read-only permissions. This is handled automatically.
- Plugins now run in their own isolated processes, with their own event loop. This isolation allows us to implement useful functionality like root access, since these processes can also have different permissions.
Proper auto reload, better plugin structure
Changelog
- The loader now automatically reinjects itself into Steam when Steam gets restarted
- This means the loader now properly starts up again when switching back from Desktop Mode and also is more reliable when rebooting the Deck
- Plugin Tiles are now isolated in their own iframes
- Plugins now all live in their own folder
- This allows separating python backend code from UI code, bundling extra dependencies and so on
- The menu title now gets changed from
Plugins
to the name of the current Plugin when one gets loaded - Fixed first plugin button being smaller than the rest of them
Initial Release
Changelog
Compared to the original version:
- The loader has been rewritten in Python
- Plugins are now written in Python. Check out the Plugin Template if you want to make your own plugins!
- Plugins can now call Python functions from JavaScript