Add docs/COMPLIANCE.md with the project's compatibility scope: no DRM/anti-cheat circumvention, no third-party game assets, and neutral terminology for issues and PRs. Link it from README and NOTICE.
Consolidate the non-affiliation note into a dedicated Trademarks section, replace the embedded gameplay video with a pointer to the status document, and reword the takedown note as a continuity statement. Describe the compatibility tools as referring to public API names and constants.
On a hybrid laptop (issue #3) Indium took whichever Vulkan device the
loader listed first, usually the integrated GPU, and still created a
VkDevice on every other supported GPU, waking a discrete GPU it never
used. Drawables reach the presenting OpenGL context as opaque FDs, which
only work on one physical device, and nothing checked that.
Indium now appends the device list, the selected device and the reason
to guest /tmp/metal-device.log, and creates a VkDevice for the selected
device only (/tmp/metal-all-devices restores the old behaviour).
/tmp/metal-gpu or METAL_INDIUM_GPU selects a device by index or name
for diagnosis. QuartzCore logs the presenting GL renderer and compares
its device UUID with the Vulkan device's (match=yes / MISMATCH); it
queries Vulkan itself, so it needs no new libindium export.
On the RX 6600 desktop the game selected RADV, created 1 VkDevice of 2
supported (lavapipe no longer gets one) and logged match=yes in a match.
Running on NVIDIA through prime-run is documented but not validated.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
After a pull that changed a patch, prepare.py stopped: the patch neither
applied nor reverse-applied to a tree holding its earlier version. Now
it looks for the earlier version applied in that component -- the copy
it records in build/applied-patches, or a version from this
repository's history -- reverts exactly it and applies the new one.
It never resets a repository; when nothing matches it stops and names
the repository with other edits, and it restores the earlier version
if the new one does not apply.
scripts/update.sh runs build.sh, the base install and
install-runtime.sh, and refuses to start while a Riot Client or League
process is open, since the install steps stop Darling.
Checked on a sandbox Indium checkout holding the previous patch: the
result matches a clean apply, a second run is a no-op, an unrelated
local edit survives and a conflicting one stops with the error.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Drop the tooling that drives, automates, inspects, profiles, captures or
patches the Riot client and League game process, plus the historical
research/tools probes. These were never part of the supported workflow and
involve synthetic input, attaching to Riot's process, driving its local API,
or patching its binaries.
Removed from tools/: the baron-* and practice helpers, uinput_click.py,
lcu-practice-game.py, check-riot-vanguard.py, the riot-league-* / riot-open-url-*
inspector hooks and API/state helpers, the riot-*-watch.py observers,
riot-match-capture/ profilers, riot-cursor-watch/, the analyze-*/symbolize-*
profilers, capture-game-perf.py, the native VPX bridge and the client
log-dir/autofill shims. Removed all of research/tools/.
The supported launch/install pipeline is unchanged: scripts/, the launcher and
ensure-* helpers, fetch-installer.sh, stop-darling-runtime.py, the
build-*-runtime / build-m58f3* runtime builders, the install-* overlays and
offline installer checks, and the standalone operator/-check regression probes
are all retained. Docs that referenced the removed tools were updated.
Electron 22.3.27's NativeWindowMac::IsVisible() compares the window's
occlusion state for exact equality with NSWindowOcclusionStateVisible:
bool occluded = [window occlusionState] == NSWindowOcclusionStateVisible;
Apple's contract is a bitmask: an on-screen window's state *includes* that bit
(tested with &). The exact == test is inverted, so an Apple-correct value made
every ordered-in window look occluded and the client's visible/not-minimized
checks failed. The previous workaround byte-patched Riot's shipped Electron
Framework to flip that comparison.
Fix it in Darling's AppKit instead: -[NSWindow occlusionState] now also reports
the reserved 1 << 2 bit for an on-screen window. &-based readers (Electron's own
windowDidChangeOcclusionState:, Chromium) still see NSWindowOcclusionStateVisible
set, while the exact == test is false, so unpatched Electron resolves
IsVisible() correctly. No Riot binary is modified.
Delete tools/patch-riot-electron-visibility.py and its call in
install-riot-gpu-runtime.sh; sync README and docs/STATUS, which already
described the binary patch as excluded.
Two matches with the Indium hand-off round (narrow present wait, deferred
blits, worker-side command-buffer lease, skipping CPU Vulkan devices) ran
slower than before, with more main-thread futex waiting. Each change is now
behind a guest flag file and off by default, so the default libindium matches
the round-3 build (vertex-descriptor dirty masks, cheaper resource setters).
The wait counters stay opt-in, write a "waits enabled" line when they are on
and keep their state per image. The docs explain that flag files created from
the host while Darling runs may stay invisible through the overlay mount.
Also adds a passive cursor watcher. The stuck in-game cursor is Hyprland's
direct scanout, not Darling. The first match with direct scanout off averaged
135 FPS. STATUS, TROUBLESHOOTING and README are updated with the new matches.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Game process (ARAM Hexgate: 84 -> 127 FPS average, slowest stretches ~110):
- Local pthread mutexes, condition variables and Mach semaphores are on by
default in the game process only, with /tmp/rclol-no-local-* opt-outs.
The main thread's darlingserver waits fell from 1.36 to 0.10 ms per frame.
- Local semaphores: the count and the slot generation change in one
compare-exchange, a destroy leaves a negative marker, the table is reset
after fork, and names the table did not create go to the server.
- Metal: drop identical re-binds (keyed on the Indium object, depth-stencil
retained), pass blit resources by reference, and stop resetting vertex
descriptors twice.
- Core isolation of the main thread is opt-in (/tmp/rclol-core-isolation);
it lowered FPS in its only match.
- Optimized libc/libc++/Foundation overlays, AVX2 string primitives, real CPU
topology and their installers and offline checks.
Tools and docs:
- tools/riot-match-capture: passive /proc sampler, user-space IP profiler and
reports, plus a comparison against the game's netstats.
- tools/riot-lsem-model and tools/riot-metal-bind-model: host models that
extract the shipped code and check it.
- tools/install-riot-metal-pair.sh installs Metal and Indium together.
- Status, setup, testing and troubleshooting docs updated with the measured
matches and the switch table; manifest file counts match the patches.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Preserve floating-point arguments in GL resolvers, retain presentation across differently sized windows, export AppKit click and URL fixes, and guard nullable LaunchServices errors. Include compiler/build and installer corrections for the new PC.
Reuse server receive buffers with descriptor-safe exception cleanup and avoid disabled debug-string allocation. Translate Darwin free/reuse memory hints, add atomic server/library installers with separate user-owned memory backups, and preserve active processes until a manual namespace restart.
Remove automatic inspectors, client helpers and forced unlimited UI frames from normal launches. Retain historical hooks with offline mocks and document their exclusion, unresolved installer handoff, activation requirements and unmeasured FPS/RAM benefits.
Validation: all 29 pinned patches apply; all 461 exported source files match; host receive and memory checks, launcher and JavaScript mocks, syntax and documentation-link checks pass. No live client/game was controlled or restarted.