chore(decky): bump submodule to v1.2.0#245
Conversation
Pulls in the mDNS lifecycle rewrite from decky-capydeploy v1.2.0:
- fix: mDNS now waits for the network to be ready at boot instead
of registering against 127.0.0.1 (root cause of the agent being
invisible to the Hub until the user toggled the plugin off/on)
- feat: event-driven lifecycle callbacks expose register / unregister
transitions to the UI without polling
- feat: branded toasts for 'waiting for network' and 'ready at
<ip>:<port>' on every transition
- fix: re-register after suspend/wake even when the LAN IP is
unchanged (zeroconf state can be left inconsistent by a network
drop, so the watcher now uses the prior 'waiting' signal as a
forced re-register cue)
Verified end-to-end on real Steam Deck hardware: cold boot, suspend
cycles, AP roaming. Hub auto-reconnects via ServiceUpdated in ~2.7s.
Closes lobinuxsoft/decky-capydeploy#28
Closes lobinuxsoft/decky-capydeploy#29
Release notes: https://github.com/lobinuxsoft/decky-capydeploy/releases/tag/v1.2.0
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For what it's worth, as a user, I verified the mdns fixes solve the issue for me on my Deck too. Very nice improvement to usability. |
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Hi @kergoth, that's great news — thank you for testing on your own Deck. Independent confirmation on different hardware is exactly what this needed. If you run into any other quirks down the road, please don't hesitate to flag them; I'd much rather hear about a rough edge than have it silently affect your workflow. A couple of things I wanted to check in on: Mac support — I saw you've been working on Mac in your fork. I'd love to see where it's heading. If you'd like to open a PR with what you have, I'm up for reviewing and merging it. One caveat: if it ends up needing an Apple Developer account to build or sign, we should probably skip that route 😅 — happy to figure out alternatives if it comes up. The RPCS3 launcher pattern — did you make further progress on the emulator deployment experiment you described earlier? It's a clever use case and I'd love to document or even add first-class support for it. My only hesitation is whether automating that flow might attract attention from Sony — I'd rather keep the plugin sustainable than risk it. Curious about your read. Last ask — would you be willing to drop a quick line in decky-plugin-database PR #984 confirming the test you ran here? A user-side testing report there would help unblock the review cycle a lot — even just a sentence pointing back to this comment would be perfect. Thanks again — your feedback has been one of the most useful things to happen to this project in a while. |
Will do. This is the best tool I've found for putting decomps/recomps/pc ports onto the Steam Deck, as well as other self-contained games like freeware and free itch.io games. Prior approaches were rsync + steamtinkerlaunch based. Other candidates I considered were creating a custom store in Junk-Store 2.0/3.0 to browse and install them from the Steam Deck rather than the host (still considering it, but for the future, as it's a larger effort). I'm loving CapyDeploy so far.
My current approach is hacky and not well incorporated, but I do intend to clean it up, improve integration, and submit a PR, even if it's unsigned to start with.
I'm using it today, works great. Whether it's worth using as an example would be your call. It's certainly a slightly unusual use case. Currently I have a launcher script that lives next to the pkg/rap files which does:
Will do. |
Thank you, that genuinely means a lot. The more people use it that way the better — CapyDeploy was conceived exactly for that crowd: dev workflows for PC port / decomp authors, DRM-free libraries, itch.io grabs, anything self-contained that Steam treats as a second-class citizen. Hearing it lands the way it was designed to is the best feedback I could ask for, and helps the project become more visible.
Sounds great. To be transparent: I don't own any Mac hardware, so I genuinely can't validate Mac builds locally — your contribution would be the only realistic path forward for first-class Mac support in this project. Don't worry about the unsigned start either; we can iterate on signing/notarization later if/when that becomes worth solving. Really looking forward to the PR whenever you have it in shape.
I'm a strong believer in game preservation, so I'm not going to pretend to have reservations there — if you'd like to send a PR with your progress (the launcher script pattern, the EmuDeck/RetroDeck
Much appreciated. That comment on #984 will probably make the difference for getting the store-side review cycle moving again. |
Summary
Bumps the Decky plugin submodule from v1.1.0 to v1.2.0.
The v1.2.0 release fixes the long-standing boot-time mDNS bug (agent invisible to the Hub until the user manually toggled the plugin off/on) and adds an event-driven lifecycle with toast notifications for every state transition.
Closes lobinuxsoft/decky-capydeploy#28
Closes lobinuxsoft/decky-capydeploy#29
What v1.2.0 brings
Full release notes: https://github.com/lobinuxsoft/decky-capydeploy/releases/tag/v1.2.0
Test plan