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Steam runtime in distrobox causes some games to have broken network functionality #582
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Hey @orowith2os ! I had your exact issue with a "bare metal" installation on arch as well and came across this issue. As far as I can tell, the issue stemmed from me disabling IPv6 on my internal network and the Xbox live services appear to rely on IPv6. My ISP had routing issues with IPv6 years ago leading to high latency and I just disabled it since it was the path of least resistance. I'm not too familiar with distrobox at all but I used it to spin up a rootless container to take a peek. It looked like IPv6 was functioning with the podman container. When attempting to fire up Halo Infinite, it hung during the initial loading screen and appeared to crash and since I was just poking at it I kinda stopped there. You might want to check for IPv6 functionality within your container and see if that can help lead you in the right direction. Still might be an issue with the steam runtime, since native seemed to work for you, but it's something to check at the very least. Anyways, thought I'd mention it. |
I'm verifying my game files at the moment, as I just finished migrating my games to a compressed btrfs drive, so it might be a while, but.... I don't have functioning IPv6 on my network, so it's all local addresses; I'll disable it completely on my machine's network adapter and report back if it helps any. |
Best of luck! Let me know how it goes! |
Please get a container runtime log with It sounds as though you have a workaround, possibly to do with Other debugging steps that could be useful:
We don't/can't really support running the Steam container runtime inside distrobox: containers inside containers are often not possible to make reliable, and if the "outer" container has meaningful sandboxing (like Flatpak, Docker or Podman) then it will often prevent the "inner" container from starting at all. Having said that, the Steam container runtime's bubblewrap invocation inherits the network namespace from the environment where Steam is running (in your case that's inside distrobox?), so in principle, as long as bubblewrap works at all, anything that works there should generally also work inside the container runtime environment. Are you able to find out what exactly "network functionality" means here? DNS name resolution? Connecting to an IPv4 server? Connecting to an IPv6 server? Something else?
What do you mean by "native runtime", precisely? Different people use those words to mean different things.
Arch Linux's However, as far as I'm aware,
The container runtime log with |
I've gotten quite busy in the past while, so I can't test everything just yet, but I'll be sure to give it a try when I can. I still need to try that IPv6 workaround. And to note: full bubblewrap should work in distrobox, they don't make any attempt to sandbox it from the host. It's meant to be very tightly integrated with the host, from the home folder to /tmp. I've also used bubblewrap within distrobox myself and it works just fine. |
Your system information
SteamLinuxRuntime_soldier/VERSIONS.txt
?#Name Version Runtime Runtime_Version Comment
depot 0.20230314.45274 # Overall version number
pressure-vessel 0.20230314.0 scout # pressure-vessel-bin.tar.gz
scripts 0.20230314.0 # from steam-runtime-tools
soldier 0.20230314.45274 soldier 0.20230314.45274 # soldier_platform_0.20230314.45274/
Please describe your issue in as much detail as possible:
When running Proton games using the default Steam Linux Runtime inside of distrobox, some will have broken network functionality:
Using a native runtime has no such issue.
Steps for reproducing this issue:
When ran with
steam-native-runtime
, there are no network issues.I'd appreciate some bare
bwrap
commands that I can use to see where the issue lies. If I find the setting that causes it to work, or if it only works when I mount in a flatpak runtime or the host, I'll notify this issue.Originally made at https://gitlab.steamos.cloud/steamrt/steam-runtime-tools/-/issues/105, moved here per the request of @smcv
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