fix(vdisplay/gamescope): a fresh dedicated launch streams from the first second
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A freshly spawned headless gamescope never delivered a single PipeWire buffer when a game was launched: gamescope only composites (and only on a composite pushes a capture buffer) when a client paints, and a nested Steam bootstrap paints nothing until its UI's first frame — far longer than the 10 s first-frame budget. The native plane's retry ladder then killed the half-booted Steam on every attempt and started from zero; the GameStream plane died on its single wait. Reused live displays worked, which pointed away from the real cause (root-caused on .41 with a raw pw_stream probe: `sleep infinity` nested → 0 buffers ever, `vkcube` nested → 60/s immediately). Every bare spawn now backgrounds the host's own splash client (`gamescope-splash`, hidden subcommand) beside the nested app: a dark window with a subtle breathing bar painted at ~2.5 Hz — damage from the first second, so capture gets its first frame within the budget on both planes. In `--steam` mode gamescope composites only windows whose appid is in the root `GAMESCOPECTRL_BASELAYER_APPID` list (live-proven: even a painting vkcube gets zero composites without it), so the splash declares itself as the Steam UI (STEAM_GAME=769) and seeds the baselayer iff unset; Steam's own rewrite at game launch hands composite focus to the game with no action on our side. PUNKTFUNK_GAMESCOPE_SPLASH=0 is the escape hatch. The dedicated Steam launch is also shaped with `-gamepadui` instead of `-silent`: the nested Steam is Big Picture — the identity gamescope's `--steam` integration is built around — so the boot shows the gamepad UI instead of the desktop client window flashing through the stream, and gamescope's focus rules (game outranks the Steam UI appid) cover what `-silent` was working around. On-glass on .41 (Bazzite, RTX 5070 Ti, gamescope c31743d): cold connect + Balatro launch delivers frames on the first attempt on both a cold and a torn-down-then-fresh spawn; Big Picture boot → game handover confirmed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -21,6 +21,8 @@ use std::time::{Duration, Instant};
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#[path = "gamescope/discovery.rs"]
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mod discovery;
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#[path = "gamescope/splash.rs"]
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mod splash;
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use discovery::{
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check_gamescope_version, find_gamescope_eis_socket, find_gamescope_node,
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gamescope_node_present, poll_managed_node, wait_for_node,
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@@ -29,6 +31,7 @@ pub(crate) use discovery::{
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game_session_exited, is_available, steam_appid_from_launch, wait_for_steam_game_exit,
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SteamGameWatch,
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};
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pub(crate) use splash::run as splash_run;
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/// The gamescope virtual-display driver. Three modes by env, in precedence order:
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/// * `PUNKTFUNK_GAMESCOPE_SESSION=<client>` — host-MANAGE a `gamescope-session-plus` session
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@@ -1963,11 +1966,6 @@ pub fn ei_socket_file() -> std::path::PathBuf {
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crate::with_env_lock(pf_paths::gamescope_ei_socket_file)
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}
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/// Shape a resolved launch command for a bare-spawn gamescope session. A Steam URI launch
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/// (`steam steam://rungameid/<id>`, produced by `library::command_for`) gets `-silent` inserted so
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/// the game is the gamescope focus with no Steam client window to navigate
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/// (`design/gamemode-and-dedicated-sessions.md` §5.3). Operator-typed custom commands and non-Steam
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/// launches are returned unchanged. Idempotent (never double-inserts `-silent`). Pure + unit-tested.
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/// Does this resolved launch command start Steam (`steam … steam://…`)? Such a launch needs Steam's
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/// single instance free before a dedicated spawn (B1). Pure + unit-tested.
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fn is_steam_launch(cmd: &str) -> bool {
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@@ -1975,12 +1973,21 @@ fn is_steam_launch(cmd: &str) -> bool {
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it.next() == Some("steam") && cmd.contains("steam://")
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}
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/// Shape a resolved launch command for a bare-spawn gamescope session. A Steam URI launch
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/// (`steam steam://rungameid/<id>`, produced by `library::command_for`) gets `-gamepadui` inserted
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/// so the nested Steam is Big Picture — the identity gamescope's `--steam` integration is built
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/// around (it's what SteamOS/Bazzite game mode runs): the boot shows the gamepad UI instead of the
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/// desktop Steam client window (field report 2026-07-27: the desktop UI flashing through the
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/// stream "looks bad"), and gamescope's focus rules already prefer the game window over the Steam
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/// UI appid, which is what the previous `-silent` shaping was working around. Operator-typed
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/// custom commands and non-Steam launches are returned unchanged. Idempotent (never
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/// double-inserts). Pure + unit-tested.
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fn shape_dedicated_command(app: &str) -> String {
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let mut it = app.split_whitespace();
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if it.next() == Some("steam") {
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let rest: Vec<&str> = it.collect();
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if !rest.contains(&"-silent") && rest.iter().any(|t| t.starts_with("steam://")) {
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return format!("steam -silent {}", rest.join(" "));
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if !rest.contains(&"-gamepadui") && rest.iter().any(|t| t.starts_with("steam://")) {
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return format!("steam -gamepadui {}", rest.join(" "));
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}
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}
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app.to_string()
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@@ -2016,7 +2023,11 @@ fn add_bare_gamescope_args(
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/// game/GL app for actual content, e.g. `steam -gamepadui` for the SteamOS-like session).
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/// stdout/stderr go to `log` (this spawn's per-instance log, A5). The app is launched through a tiny
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/// shell wrapper that relays gamescope's `LIBEI_SOCKET` (set for its children) to [`ei_socket_file`]
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/// so the input injector can connect to gamescope's EIS server from outside.
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/// so the input injector can connect to gamescope's EIS server from outside — and (unless
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/// `PUNKTFUNK_GAMESCOPE_SPLASH=0`) backgrounds the host's splash client first, so the fresh
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/// compositor has a painting window from the first second: gamescope pushes capture buffers only
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/// when it composites, and a nested Steam bootstrap paints nothing until the gamepad UI's first
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/// frame — far longer than any first-frame budget (see `gamescope/splash.rs`).
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fn spawn(w: u32, h: u32, hz: u32, cmd: Option<&str>, log: &std::path::Path) -> Result<Child> {
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// A non-empty per-session command (set via `set_launch_command`) wins; else the
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// `PUNKTFUNK_GAMESCOPE_APP` env var (the documented manual fallback); else a no-op that keeps
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@@ -2033,8 +2044,9 @@ fn spawn(w: u32, h: u32, hz: u32, cmd: Option<&str>, log: &std::path::Path) -> R
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// cursor-grab flag below.
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let game_launch = app.is_some();
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let app = app.unwrap_or_else(|| "sleep infinity".to_string());
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// Dedicated-launch command shaping (Part B): a Steam URI runs with `-silent` so the game is the
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// gamescope focus with no Steam client window to navigate.
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// Dedicated-launch command shaping (Part B): a Steam URI runs with `-gamepadui` so the nested
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// Steam is Big Picture — the identity gamescope's `--steam` mode is built around — instead of
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// the desktop client window.
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let app = shape_dedicated_command(&app);
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let relay = ei_socket_file();
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let _ = std::fs::remove_file(&relay); // stale socket path from a previous session
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@@ -2047,29 +2059,37 @@ fn spawn(w: u32, h: u32, hz: u32, cmd: Option<&str>, log: &std::path::Path) -> R
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// cursor, which some FPS titles never signal over the injected pointer — grabbing fixes mouselook.
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// Default OFF (it forces relative mode, which would break absolute-pointer games/menus).
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let grab_cursor = game_launch && pf_host_config::config().gamescope_grab_cursor;
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// The splash client (see `gamescope/splash.rs`): without a painting client gamescope pushes NO
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// capture buffers, and a nested Steam bootstrap paints nothing for far longer than any
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// first-frame budget — so every bare spawn backgrounds the host's own splash beside the nested
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// app. Skipped only via the PUNKTFUNK_GAMESCOPE_SPLASH=0 escape hatch (or if the host can't
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// name its own executable, where the old starve-prone behaviour is still better than no spawn).
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let splash_exe = pf_host_config::config()
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.gamescope_splash
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.then(std::env::current_exe)
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.and_then(|r| {
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r.map_err(|e| tracing::warn!(error = %e, "gamescope: current_exe failed — no splash"))
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.ok()
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});
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let mut cmd = Command::new("gamescope");
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add_bare_gamescope_args(&mut cmd, w, h, hz, steam_mode, grab_cursor);
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cmd.args([
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"sh",
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"-c",
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&format!(
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"printf %s \"$LIBEI_SOCKET\" > '{}'; exec \"$@\"",
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relay.display()
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),
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"sh",
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])
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.args(app.split_whitespace())
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// Prefer the NVIDIA GL vendor for the nested session (harmless on a pure-NVIDIA box).
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.env("__GLX_VENDOR_LIBRARY_NAME", "nvidia")
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// A HEADLESS gamescope must never attach to a parent compositor. A host (re)started after
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// a desktop login inherits the user manager's DISPLAY/WAYLAND_DISPLAY — and a stale
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// WAYLAND_DISPLAY (e.g. a leftover `wayland-kde` in the manager env from a past session)
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// makes gamescope 3.16 exit at startup with "Failed to connect to wayland socket" before
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// its PipeWire node ever appears (observed 2026-07-14; the boot-started host never saw the
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// bug because it predates any login's env import). gamescope exports its own DISPLAY /
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// GAMESCOPE_WAYLAND_DISPLAY to the nested app, so the child loses nothing.
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.env_remove("DISPLAY")
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.env_remove("WAYLAND_DISPLAY");
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let script = nested_wrapper_script(&relay, splash_exe.is_some());
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cmd.args(["sh", "-c", &script, "sh"]);
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if let Some(exe) = &splash_exe {
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cmd.arg(exe);
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}
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cmd.args(app.split_whitespace())
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// Prefer the NVIDIA GL vendor for the nested session (harmless on a pure-NVIDIA box).
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.env("__GLX_VENDOR_LIBRARY_NAME", "nvidia")
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// A HEADLESS gamescope must never attach to a parent compositor. A host (re)started after
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// a desktop login inherits the user manager's DISPLAY/WAYLAND_DISPLAY — and a stale
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// WAYLAND_DISPLAY (e.g. a leftover `wayland-kde` in the manager env from a past session)
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// makes gamescope 3.16 exit at startup with "Failed to connect to wayland socket" before
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// its PipeWire node ever appears (observed 2026-07-14; the boot-started host never saw the
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// bug because it predates any login's env import). gamescope exports its own DISPLAY /
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// GAMESCOPE_WAYLAND_DISPLAY to the nested app, so the child loses nothing.
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.env_remove("DISPLAY")
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.env_remove("WAYLAND_DISPLAY");
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if let Ok(logf) = std::fs::File::create(log) {
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if let Ok(log2) = logf.try_clone() {
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cmd.stdout(Stdio::from(logf)).stderr(Stdio::from(log2));
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@@ -2077,11 +2097,34 @@ fn spawn(w: u32, h: u32, hz: u32, cmd: Option<&str>, log: &std::path::Path) -> R
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} else {
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cmd.stdout(Stdio::null()).stderr(Stdio::null());
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}
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tracing::info!(w, h, hz, steam_mode, %app, log = %log.display(), "spawning gamescope (headless)");
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tracing::info!(
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w, h, hz, steam_mode,
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splash = splash_exe.is_some(),
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%app,
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log = %log.display(),
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"spawning gamescope (headless)"
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);
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cmd.spawn()
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.context("spawn gamescope (is it installed? `apt install gamescope`)")
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}
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/// The nested-command wrapper script for a bare spawn: relay gamescope's `LIBEI_SOCKET` to the
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/// injector's file, optionally background the splash client (`"$1"` is the host executable — passed
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/// as an argv so its path never needs shell-escaping), then exec the real app. Pure + unit-tested.
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fn nested_wrapper_script(relay: &std::path::Path, with_splash: bool) -> String {
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if with_splash {
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format!(
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"printf %s \"$LIBEI_SOCKET\" > '{}'; \"$1\" gamescope-splash & shift; exec \"$@\"",
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relay.display()
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)
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} else {
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format!(
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"printf %s \"$LIBEI_SOCKET\" > '{}'; exec \"$@\"",
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relay.display()
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)
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}
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}
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/// Owns the spawned gamescope process (and its per-instance log, A5); killing it tears the virtual
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/// output down.
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struct GamescopeProc {
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@@ -2105,9 +2148,24 @@ impl Drop for GamescopeProc {
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mod tests {
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use super::{
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cgroup_is_punktfunk_owned, connected_connector_under, display_manager_unit_under,
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dm_survives_masked_unit, is_steam_launch, shape_dedicated_command,
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dm_survives_masked_unit, is_steam_launch, nested_wrapper_script, shape_dedicated_command,
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};
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#[test]
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fn nested_wrapper_script_shapes() {
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let relay = std::path::Path::new("/run/user/1000/pf-ei");
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// Plain: relay + exec, no splash machinery.
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let plain = nested_wrapper_script(relay, false);
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assert!(plain.contains("/run/user/1000/pf-ei"));
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assert!(plain.ends_with("exec \"$@\""));
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assert!(!plain.contains("gamescope-splash"));
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// Splash: `"$1"` is the host exe (an argv, never shell-interpolated), backgrounded and
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// shifted away so `exec "$@"` still runs the untouched app tokens.
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let splash = nested_wrapper_script(relay, true);
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assert!(splash.contains("\"$1\" gamescope-splash &"));
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assert!(splash.contains("shift; exec \"$@\""));
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}
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#[test]
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fn display_manager_flavor_detection() {
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let base = std::env::temp_dir().join(format!("pf-dm-scan-{}", std::process::id()));
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@@ -2169,15 +2227,15 @@ mod tests {
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#[test]
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fn dedicated_command_shaping() {
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// Steam URI → -silent inserted so the game is the gamescope focus.
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// Steam URI → -gamepadui inserted so the nested Steam is Big Picture (not the desktop UI).
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assert_eq!(
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shape_dedicated_command("steam steam://rungameid/570"),
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"steam -silent steam://rungameid/570"
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"steam -gamepadui steam://rungameid/570"
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);
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// Idempotent: an already-silent command is left alone.
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// Idempotent: an already-gamepadui command is left alone.
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assert_eq!(
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shape_dedicated_command("steam -silent steam://rungameid/570"),
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"steam -silent steam://rungameid/570"
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shape_dedicated_command("steam -gamepadui steam://rungameid/570"),
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"steam -gamepadui steam://rungameid/570"
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);
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// Non-Steam launches and operator custom commands are untouched.
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assert_eq!(shape_dedicated_command("vkcube"), "vkcube");
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