Add CapyDeploy to Plugin Store#984
Add CapyDeploy to Plugin Store#984lobinuxsoft wants to merge 3 commits intoSteamDeckHomebrew:mainfrom
Conversation
Issues FoundNo issues with your PR description were found. Next Steps
Thank you for your contribution! If you need any help, please reach out on our Discord server. ❤️ |
|
Community testing completed:
|
|
Code LGTM but I'm gonna ask for a second review from another reviewer before accepting it because I'm not as familiar with ws/python. Also, is |
|
LGTM as well, though I'll wait for an explanation on the root usage before putting on the testing store |
|
Hey @beebls @EMERALD0874, sorry for the late response! Thanks for the review and for flagging the root usage — that's a fair question. Initially, root was required because the plugin creates files during game uploads (running as root via Decky), which ended up owned by However, after taking a closer look thanks to your feedback, I'm now thinking root might no longer be necessary. If the plugin runs as the regular user, the files would already have the correct ownership and the whole I'm going to do a thorough review to confirm whether we can safely drop the Thanks again for the careful review! |
|
Hey @beebls @EMERALD0874 — quick update on the root flag discussion: After a thorough audit, I've confirmed the plugin does not need root. The Here's what changed:
Everything else (telemetry reads from Tested and verified on device — uploads, artwork, and Steam restart all work correctly without root. |
|
Appreciate the changes, will deploy this to testing store now and wait for user reviews |
3f43aa0 to
99a1891
Compare
Note: v0.7.2 hotfixAfter the v0.7.0 refactor that split v0.7.2 fixes this by adding the |
Removed merge conflict markers and cleaned up submodule entries.
|
github merge conflict editor had a bit of a goof and so sorry for the double commit there but new version is deploying to the testing store |
|
No need to apologize, and thank you so much for the excellent work you do! I have a question: are updates made in the same PR once it's been published, or should they be done in a separate PR? I'm asking because some users who are testing directly from my project page have been reporting bugs, and I've been fixing them on the fly. So far there are no significant changes, but I'll likely need to make some that could have compatibility issues with the version tied to this PR. |
|
You can update your submodule before we merge the entire PR, but every update requires us to reapprove the plugin for the testing store. Any test reports completed before we reapprove the plugin will be considered invalid. Since your plugin is new, this is fine, but we only recommend updating your PR if there are bug fixes. Once your PR is merged, new updates are done in new PRs. You update your submodule to the latest commit and PR that to this repo, similar to how you created the submodule. Let us know if you have any other questions. :) |
|
This pull request is stale as no updates or testing reports have been posted within the last 7 days. Please ensure you are actively recruiting testers or resolving the issues discussed. If you do not remove the stale label or comment, this will be closed in 7 days. Please close this pull request if you need more time to resolve issues so we can keep our repo healthy. |
Add CapyDeploy to Plugin Store
CapyDeploy is a game deployment plugin for Steam Deck. It receives games from a desktop Hub app over WebSocket and creates Steam shortcuts automatically — no Steam restart needed.
Key features:
SteamClient.Apps.AddShortcut()SteamClient.Apps.SetCustomArtworkForApp()This plugin is unique — no other plugin on the store provides game deployment from a desktop app to Steam Deck in gaming mode.
Main project: lobinuxsoft/capydeploy
Task Checklist
Developer
Plugin
Backend
Community
Testing