feat(host): game-mode integration + dedicated game sessions
Implements design/gamemode-and-dedicated-sessions.md (Parts A1-A5 + B0-B2):
reconciles the merged display-management registry with session-mobile
Bazzite/SteamOS hosts and adds a per-launch dedicated gamescope mode.
- A1 DisplayOwnership {Owned,External,SessionManaged} + poolable_now(): the
registry pools only what it owns, so gamescope managed/attach outputs are no
longer double-owned by the registry AND the gamescope restore worker (fixes
the game-mode-reconnect stale-node wedge).
- A2 validated reuse: (backend,mode,launch,epoch) reuse key + kept_display_alive
liveness probe + reused_gen/mark_failed on a reused-display first-frame failure.
- A3 policy-driven managed restore (keep_alive replaces the hardcoded 5s debounce;
forever = held = gaming-rig truthful) + crash-restore persist + SIGKILL teardown
(kill_unit, applied to our transient unit AND the autologin stop -- validated
live on .181 to avoid the F44 GPU-context leak).
- A4 session epoch: observe_session_instance bumps the epoch + invalidate_backend
on a desktop-compositor instance change; gamescope spawns are exempt.
- A5 per-spawn log + PID-scoped gamescope node discovery.
- B0 game_session {auto,dedicated} policy (top-level, preset-orthogonal) +
pick_gamescope_mode dedicated_launch + steam -silent command shaping.
- B1 free the autologin Steam before a dedicated Steam spawn (single-instance).
- B2 game-exit -> APP_EXITED_CLOSE_CODE (0x52) clean session end.
Adversarially reviewed (11 findings fixed). Validated on glass (.181 Bazzite F44,
RTX 4090): dedicated spawn streams a real game smoothly; keep-alive reuse; the
SIGKILL fix avoids the F44 vkCreateDevice leak. Workspace green
(build / test --workspace / clippy -D warnings / fmt), OpenAPI + C header
regenerated, web console tsc + vite build green. clients/probe: bump the
no-video timeout 8s->45s for gamescope cold starts.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -129,6 +129,14 @@ pub const VIDEO_CAP_HOST_TIMING: u8 = 0x08;
|
||||
/// reconnect can resume. Shared so host + every client agree on the code.
|
||||
pub const QUIT_CLOSE_CODE: u32 = 0x51;
|
||||
|
||||
/// QUIC application error code the **host** closes the control connection with when a **dedicated game
|
||||
/// session's game process exits** (the nested gamescope died — the user quit the game), so a launcher
|
||||
/// client can distinguish "the game ended" from an error and return to its library cleanly rather than
|
||||
/// surfacing a failure (`design/gamemode-and-dedicated-sessions.md` §5.3). Sibling of
|
||||
/// [`QUIT_CLOSE_CODE`]; a client that doesn't special-case it still ends the session (every client
|
||||
/// returns to its launcher on session end), so it is purely refinement. Shared so host + clients agree.
|
||||
pub const APP_EXITED_CLOSE_CODE: u32 = 0x52;
|
||||
|
||||
/// [`Hello::video_codecs`] bit: the client can decode H.264 / AVC. The GPU-less **software**
|
||||
/// encode path (openh264) emits H.264, so a client that wants to stream from a software host MUST
|
||||
/// advertise this.
|
||||
|
||||
Reference in New Issue
Block a user