Currently, when using steamtinkerlaunch as a wrapper with Proton-GE 10+, the log output often omits the wineserver: NTSync up and running! confirmation line. While the feature is active and functional (verified via /proc/PID/fd), the lack of log confirmation makes it difficult for users to troubleshoot if NTSync is actually being used or if the system has fallen back to Fsync/Esync.
Describe the solution you'd like
I would like steamtinkerlaunch to:
Direct Detection: Check for the existence of /dev/ntsync and the PROTON_USE_NTSYNC=1 variable during the game launch sequence.
Explicit Logging: Print a clear message in the STL log (e.g., [INFO] NTSync detected and enabled) to confirm it is being passed correctly to the game process.
UI Indicator: Ideally, show the current sync method (NTSync/Fsync/Esync) in the "Active Process" or "Game Menu" information section.
alternatives I've considered
Currently, I have to manually check the file descriptors of the running process using ls -l /proc/$(pgrep <game_exe>)/fd | grep ntsync to be 100% sure it's working, as the standard Steam logs are inconsistent when STL is in the middle.
Additional context
Verified on:
Kernel: 6.19.14-tkg-bore (with ntsync support)
Proton: GE-Proton10-34
Game: Resident Evil 6 (BH6.exe)
The log omits the status line when STL is used, but confirms it when STL is disabled.
Currently, when using steamtinkerlaunch as a wrapper with Proton-GE 10+, the log output often omits the wineserver: NTSync up and running! confirmation line. While the feature is active and functional (verified via /proc/PID/fd), the lack of log confirmation makes it difficult for users to troubleshoot if NTSync is actually being used or if the system has fallen back to Fsync/Esync.
Describe the solution you'd like
I would like steamtinkerlaunch to:
alternatives I've considered
Currently, I have to manually check the file descriptors of the running process using ls -l /proc/$(pgrep <game_exe>)/fd | grep ntsync to be 100% sure it's working, as the standard Steam logs are inconsistent when STL is in the middle.
Additional context
Verified on: