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Resolve native macOS game launches without AppID rules - #2
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Brekit
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October 15, 2026 16:21
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Problem and resulting behavior
Native macOS launches were limited by an AppID-specific save-directory check, a bundle-only platform adapter, and two independent choices of Steam launch option. Games whose Steam entry points to a script or binary could fail before their actual executable started. This change derives one launch plan from Steam metadata and the installed files, preserves the numeric launch-option ID, and handles bundles, Mach-O binaries and supported sh/bash launch scripts without per-game AppID rules.
Steam Auto-Cloud paths and platform overrides are carried through the PICS catalog and resolved to specific game-associated directories. Legacy cached entries refresh their app metadata before native launch. SDK discovery is optional and bounded; a missing or ambiguous diagnostic SDK no longer blocks a valid target. Script launches keep their original arguments, working directory and Steam context; a dedicated process group and private launch markers allow the final game process to be tracked after its script exits.
Dota 2 reached a Source 2 single-instance warning because the worker could not create its normal temporary lock. Native workers now permit only numeric
source_engine_*.lockfiles in the POSIX temporary root. Existing lock files are not removed and kernel lock exclusion remains intact. Dota 2 now reaches its main menu through SkinOS's Play button, using its existing macOS installation and no original Steam GUI.Validation
Review fixes
GameInstall / .for the verified installation while retaining restrictions on whole user-data containers.Review notes
PR #1 is merged. This PR targets main and contains the native-launch work and its review fixes. Version 0.1.5 / build 6 combines both changes for the signed release.
This does not claim that every Steam game is compatible. Unsupported script interpreters and unverified save-root mappings still produce explicit errors. Cloud metadata is used to determine paths; Cloud synchronization itself is outside this change. Multiplayer and physical-controller behavior were not tested here. SDK diagnostics can be skipped for unsupported architectures; runtime ownership checks remain mandatory.