Updates and problems¶
Keeping the plugin current, and what to send when something goes wrong.
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Updates and what changed¶
The Updates tab shows which build you're running, checks GitHub for a newer one, and installs it.
It also shows you what's new — in the release being offered if there is one, otherwise in the build you're already running.
Those notes are generated from commit subjects and grouped under New, Fixed, Faster and Under the hood. They ship inside the build as well as on the release, so you can read your running version's changelog with no network at all.
Installing goes through decky's own loader, which has permissions this plugin doesn't. The download gets checked against the digest published with the release.
When it checks¶
A dot appears on the plugin's Quick Access icon when a newer release exists. This plugin isn't in decky's store, so nothing else is ever going to tell you.
The panel then shows the new version at the top. Press See what's new and you get its notes and an Update button in a dialog over the panel, so you can install without going to the settings page. That works even when a Steam update has left decky unable to open plugin pages.
Opening the Quick Access panel is what checks, and that's the one that decides what you see. The answer is cached for an hour, so opening the panel twenty times in an evening asks GitHub once. The cache survives a plugin reload, so it doesn't start over every time decky restarts.
There's also a background check every six hours, for a Deck left on the library screen with the panel never opened.
Don't rely on that one. It counts time your Deck is awake, and a Deck suspends rather than shutting down. An hour of play a night reaches the second check nearly a week later. It does run once immediately whenever the plugin loads, which is why a reboot shows you a current answer straight away.
Nothing is downloaded by any of this — the check reads the releases page and stops there. Press Check for updates on that tab to force one past the cache whenever you want a definite answer.
Which build you are running¶
The Diagnostics tab shows two versions, and they aren't the same thing:
| Plugin on disk | What got installed |
| Interface Steam loaded | The half Steam is actually drawing |
Steam keeps the interface it already evaluated, so after an update these two can disagree. The tab tells you when they do, and to restart Steam.
That's the first question whenever anything here misbehaves, which is why it sits next to the report rather than under Updates.
Reporting a problem¶
Press Diagnostics → Report a problem. It gathers what a bug report needs and puts it where you can read it:
- Scan the QR code with your phone, or type the short address and six digits on anything with a keyboard.
- Read it.
- Copy the text and paste it into the issue.
It carries your plugin version and build, what RetroArch is and how it got installed, which emulators you have registered, how many games are in your library and under which systems, your settings, the last 200 lines of the log, and what the emulator said the last time you launched a game.
That last one is why a game that starts and dies is no longer a dead end. Launching from here hides the emulator's on-screen messages so a game looks like a game rather than a frontend — which also took away the line that would have told you a BIOS had moved or a ROM was gone. Now every launch keeps what the emulator wrote, one file per game, overwritten each time it starts. The most recent one travels with your report.
Nothing interrupts you about it. No notification, no badge. It's just there when you go looking.
What gets struck out¶
Your SteamGridDB key, your RetroAchievements token, the transfer token, your RetroAchievements username, and the names and paths of your games.
They're removed by value, across the whole text rather than just the section they belong to — the log names games as it works, so removing the library listing alone wouldn't have been enough.
Settings are read through a list of what may be reported rather than a list of what may not, so a setting added later stays out until somebody lists it.
Two things it can't catch, since neither is a value it knows: a game you probed but never added, and a title too short to strike without mangling the rest of the report. Read the report before you paste it. That's why you're shown it first.
Your report lives in memory and goes when the transfer server stops — half an hour idle, or when you press Done, and stop sharing now.