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elliotttate

MCP SteamOS Devkit

by elliotttate

MCP SteamOS Devkit

mcp-steamos-devkit is a local MCP server for SteamOS Devkit Client devices. It wraps Valve's current Devkit Client model where possible and includes a native fallback for the core HTTP, SSH, rsync, and remote helper-script flow.

The server is built for Windows-first SteamOS Devkit installs, but the core adapter also works on Linux/macOS when ssh, rsync, and the Devkit helper scripts are available.

What It Exposes

  • Device discovery over _steamos-devkit._tcp.local

  • Resolve by mDNS name, hostname, or IP

  • Device properties and steamos-get-status --json

  • Pairing/registration using the Devkit HTTP /register flow

  • SSH key generation and Windows private-key ACL repair

  • Sync of devkit-utils to ~/devkit-utils

  • Title upload with rsync and Steam shortcut registration

  • Title launch through steam-devkit-rpc run-game

  • Steam client/session controls

  • Logs, controller config dumps, screenshots, GPU traces, RGP captures, RenderDoc replay server control

  • Steam Frame native diagnostics: Lepton container/debug-port inventory, Steam/SteamVR/OpenXR log manifests, systemd service listing, journal tails, and bounded OS/Lepton/static-binary inventory for MCP tool discovery

  • Steam Frame Lepton ADB helpers: device listing, Wi-Fi/USB connect, forward/reverse, APK install, shell, logcat, bugreport, and Unreal Insights setup

  • Steam Frame Unity split APK/OBB helpers: APK package inspection, OBB layout validation/staging, and focused launch diagnostics

  • Safety confirmation tokens for destructive or arbitrary remote operations

Related MCP server: android-mcp-server

Quick Start

Clone this repository, then run from the clone directory:

cd C:\path\to\mcp-steamos-devkit
python -m pip install -e .[dev]
mcp-steamos-devkit doctor
mcp-steamos-devkit serve

If the server cannot find the installed SteamOS Devkit Client, set:

$env:STEAMOS_DEVKIT_CLIENT_ROOT = 'E:\SteamLibrary\steamapps\common\SteamOSDevkitClient\windows-client'

Optional source checkout:

$env:STEAMOS_DEVKIT_SOURCE_ROOT = 'C:\path\to\steamos-devkit'

Optional ADB path for Steam Frame Lepton/Android work:

$env:ADB_PATH = "$env:LOCALAPPDATA\Android\Sdk\platform-tools\adb.exe"

Optional SSH password fallback if the device has not accepted the devkit SSH key:

$env:STEAMOS_DEVKIT_SSH_PASSWORD = 'your-device-password'

Optional Android build-tools path for APK metadata inspection:

$env:AAPT_PATH = "$env:LOCALAPPDATA\Android\Sdk\build-tools\<version>\aapt.exe"

Steam Frame ADB

Steam's bundled docs describe ADB as targeting the Lepton Android container on Steam Frame, not the native SteamOS Linux shell. The container is not always running; launch Lepton Development or any Android game first.

Wi-Fi flow:

adb_environment_conflict_doctor(host="frame")
adb_connect_lepton_wifi(host="frame", port=5555)
adb_devices()
adb_logcat(serial="frame:5555")

USB flow:

adb_connect_lepton_usb(local_port=5555, remote_port=5555)
adb_devices()

Useful follow-ups:

adb_install_apk(apk_path="C:\path\game.apk", serial="frame:5555")
adb_bugreport(output_path="C:\path\frame-bugreport.zip", serial="frame:5555")
adb_unreal_insights_setup(tracehost="127.0.0.1", port=1981, serial="frame:5555")
adb_lepton_app_diagnostics(package_name="com.example.game", serial="frame:5556")

adb_shell is intentionally confirmation-gated because it can run arbitrary commands inside the Android container.

Steam Frame Native Diagnostics

These read-only tools inspect the native SteamOS side of Steam Frame:

lepton_containers(target="frame")
lepton_logcat(target="frame", context="steamlaunch-3570175983", lines=300)
lepton_context_inspect(target="frame", context="dev", include_mounts=true)
lepton_debug_targets(target="frame", context="dev")
lepton_mounts(target="frame", context="dev", category="obb")
lepton_apk_info(target="frame", apk_path="~/devkit-game/mygame/game.apk")
lepton_rootfs_overlay_manifest(target="frame")
lepton_debug_plan(target="frame", context="dev", mode="gdb")
lepton_artifacts_manifest(target="frame", context="dev", package_name="com.example.game")
steam_logs_manifest(target="frame", pattern="xrclient", limit=20)
steam_frame_perfcriteria(target="frame")
steam_frame_cef_pages(target="frame")
steam_frame_web_ports(target="frame")
steam_frame_dbus_manager(target="frame")
steam_frame_manager_properties(target="frame", bus="both")
steam_frame_manager_interfaces(target="frame", include_system=true)
steam_frame_openxr_status(target="frame")
lepton_graphics_debug_status(target="frame")
steam_frame_tracking_datasets(target="frame")
sync_tracking_dataset(target="frame", output_folder="C:\path\to\datasets")
local_steamvr_automation_inventory()
steam_frame_automation_inventory(target="frame")
steam_frame_automation_plan(scenario="pose_replay")
steamvr_vrcmd_capability_inventory()
tracking_dataset_analyze(dataset_path="C:\path\to\dataset")
steam_frame_replay_script_template(kind="pose_driver_replay")
deckard_power_status(target="frame")
pidbridge_status(target="frame")
deckard_runtime_environment(target="frame")
native_adbd_status(target="frame")
coredump_list(target="frame", limit=20)
steam_services(target="frame", scope="user", pattern="steamvr")
journalctl_tail(target="frame", unit="steamvr.service", scope="user", lines=200)
steam_frame_dev_inventory(target="frame")

steam_frame_dev_inventory is a bounded discovery pass for future MCP controls. It collects OS build metadata, Lepton CLI help, Lepton script functions/env references, relevant system/user services, DBus names, and static strings from known Steam Frame helper binaries. It does not kill, restart, trace, or mutate Steam/Lepton state.

The Lepton and Steam Frame manager tools above came from inspecting the live Steam Frame runtime, Lepton scripts, DBus introspection, and static binary strings. They are intentionally read-only: they expose container labels, debug-port targets, rootfs overlay files, Deckard runtime files, power state, pidbridge service/socket state, and DBus method/property inventories without starting debug sessions or changing SteamOS Manager state.

The second-pass tools line up with Valve's Steam Frame docs for OpenXR runtime setup, RenderDoc and Vulkan-layer launch debugging, perfetto/strace artifact handling, and tracking dataset collection. They report existing state by default; sync_tracking_dataset is a local artifact download helper for datasets recorded through the headset's SteamVR Developer settings.

Steam Frame Automation

The automation tools focus on repeatable game testing without pretending there is a public controller pose injection command when one has not been found:

local_steamvr_automation_inventory()
steam_frame_automation_inventory(target="frame")
steam_frame_automation_plan(scenario="full")
steam_frame_automation_plan(scenario="launch_regression")
steam_frame_automation_plan(scenario="pose_replay")
steam_frame_replay_script_template(kind="full")
steam_frame_tracking_datasets(target="frame")
sync_tracking_dataset(target="frame", output_folder="C:\path\to\datasets")
tracking_dataset_analyze(dataset_path="C:\path\to\datasets\latest")
steamvr_vrcmd_capability_inventory()
steam_frame_cef_pages(target="frame")
steam_frame_web_ports(target="frame")
adb_logcat(serial="frame:5555", lines=300)

Current reliable lanes are launch/log regression, Lepton ADB input/log capture, Steam/SteamVR CEF UI inspection, and SteamVR tracking-dataset collection/download. local_steamvr_automation_inventory also checks the host SteamVR install for the null driver and Frame controller input profiles, which are useful for PC-side synthetic HMD baselines and binding validation.

steamvr_vrcmd_capability_inventory scans local SteamVR binaries for capture/replay/polling and driver-simulation strings. Treat those as capability leads, not proven Steam Frame controls, until a separate tool validates the command behavior. steam_frame_replay_script_template returns JSON shapes for launch regression, ADB input replay, CEF UI replay, tracking-dataset capture, and future custom-driver pose replay. tracking_dataset_analyze summarizes downloaded datasets so captures can be compared across known-good and failing runs.

Controller or HMD pose replay is tracked as a future build path. The docs and live files expose recorded tracking datasets under ~/.config/openvr/config/cv/xrservice/datasets, but no validated public Steam Frame CLI for replaying those datasets or injecting arbitrary controller poses has been found. The practical next implementations are a confirmation-gated CEF replay recorder, curated ADB input replay, declarative launch smoke tests, and then a custom OpenVR server driver or OpenXR API layer if scripted pose control is required.

DBus control methods, Lepton debug-server lifecycle, RenderDoc/Vulkan layer injection, tracking dataset packaging, Mesa debug package installation, and coredump debugger backtraces should be implemented as separate confirmation-gated tools because they start capture/debug flows, alter runtime state, or may expose private data.

Steam Frame Unity APK + OBB

Unity split builds can export an APK plus a root-level file named like game.main.obb. For Android expansion-file loading, the OBB must be visible to the app as:

/sdcard/Android/obb/<package-name>/main.<versionCode>.<package-name>.obb

Steam Frame Lepton maps /sdcard/Android/obb/<package-name> to the title's obb/ directory when that directory exists, so Steam Frame packages should use:

game.apk
obb/main.<versionCode>.<package-name>.obb

Useful flow:

inspect_android_apk(apk_path="C:\path\build\game.apk")
validate_android_split_package(local_dir="C:\path\build")
stage_android_obb_layout(local_dir="C:\path\build")
steampipe_android_release_preflight(local_dir="C:\path\build", app_id="555000", depot_id="555001")
upload_title(target="frame", gameid="mygame", local_dir="C:\path\build", runtime="android")
run_title(target="frame", gameid="mygame")
adb_lepton_app_diagnostics(package_name="com.example.game", serial="frame:5556")

The diagnostics helper reports the app PID/activity state, the OBB symlink target, SteamAppId/SteamGameId process environment, and logcat highlights for OpenXR, Steamworks, TMP, exceptions, and common Unity XR failure strings.

steampipe_android_release_preflight is a local read-only checklist for Valve's Android upload requirements: supported OS, Android depot OS, top-level APK launch executable, obb/ content layout, package access, Android launch option, and AndroidExternalData cloud-save setup.

MCP Client Config

{
  "mcpServers": {
    "steamos-devkit": {
      "command": "python",
      "args": ["-m", "mcp_steamos_devkit", "serve"],
      "env": {
        "STEAMOS_DEVKIT_CLIENT_ROOT": "E:\\SteamLibrary\\steamapps\\common\\SteamOSDevkitClient\\windows-client"
      }
    }
  }
}

Safety Model

The server treats these operations as confirmation-gated:

  • Pairing/registering a device

  • Clean uploads that delete remote files

  • Local artifact writes such as log syncs and ADB bugreports

  • Deleting titles or all titles

  • Resetting Steam client state

  • Restarting sessions or rebooting

  • Clearing Android logcat before capture

  • Arbitrary SSH or Steam RPC

  • Arbitrary ADB shell commands

Call the tool once without a token to get a requires_confirmation response. Re-run with the returned confirmation_token to execute the same operation.

Notes

The installed Windows client currently ships Python 3.14 bytecode. This package does not require importing that bytecode. It uses Valve-compatible HTTP/SSH/rsync behavior directly, and can also use a source checkout when one is configured.

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