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:
2026-07-06 06:26:11 +00:00
parent d76a42e0e9
commit 04309d0ad9
22 changed files with 1711 additions and 163 deletions
+39 -2
View File
@@ -158,6 +158,22 @@ pub struct Layout {
pub positions: BTreeMap<String, Position>,
}
/// How a session that **launches a game** (a library id on the Hello / apps.json / Decky pin) is
/// served (`design/gamemode-and-dedicated-sessions.md` §5.2). Orthogonal to the preset/lifecycle axes
/// — a top-level [`DisplayPolicy`] field, NOT part of [`EffectivePolicy`], so a preset never clobbers
/// it. Linux-only in effect (a launching Windows session opens into the one desktop).
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, ToSchema)]
#[serde(rename_all = "snake_case")]
pub enum GameSession {
/// Today's routing: the launch rides whatever session the box is in (managed Steam session on
/// Bazzite/SteamOS, bare spawn on plain distros, spawned into the live desktop on KWin/Mutter/wlroots).
#[default]
Auto,
/// A launching session always gets its OWN headless gamescope at the client's mode, nesting just
/// the game — no Steam Big Picture, no game mode. Degrades to `auto` when gamescope is unavailable.
Dedicated,
}
/// A named bundle of the fields below. `Custom` (the default) means the explicit fields rule; any
/// other preset ignores the stored fields and expands to its own ([`DisplayPolicy::effective`]).
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, ToSchema)]
@@ -202,6 +218,11 @@ pub struct DisplayPolicy {
/// Upper bound on simultaneously-live virtual displays (clamped to `1..=16` on write).
#[serde(default = "default_max_displays")]
pub max_displays: u32,
/// How a game-launching session is served (`design/gamemode-and-dedicated-sessions.md` §5.2).
/// Orthogonal to `preset`/lifecycle — preserved across preset changes; `#[serde(default)]` = `Auto`
/// so existing `display-settings.json` files are untouched.
#[serde(default)]
pub game_session: GameSession,
}
fn one() -> u32 {
@@ -224,6 +245,7 @@ impl Default for DisplayPolicy {
identity: Identity::default(),
layout: Layout::default(),
max_displays: 4,
game_session: GameSession::default(),
}
}
}
@@ -279,7 +301,11 @@ impl EffectivePolicy {
/// transform, factored out pure so arranging displays stays orthogonal to the other axes and is
/// unit-tested without touching the global store. (`Custom` so the explicit fields — incl. the new
/// layout — rule; a named preset would ignore them.)
pub fn with_manual_layout(&self, positions: BTreeMap<String, Position>) -> DisplayPolicy {
pub fn with_manual_layout(
&self,
positions: BTreeMap<String, Position>,
game_session: GameSession,
) -> DisplayPolicy {
DisplayPolicy {
version: 1,
preset: Preset::Custom,
@@ -292,6 +318,8 @@ impl EffectivePolicy {
positions,
},
max_displays: self.max_displays,
// Preserve the orthogonal game-session axis (EffectivePolicy doesn't carry it).
game_session,
}
}
}
@@ -398,6 +426,13 @@ impl DisplayPolicyStore {
self.configured().map(|p| p.effective())
}
/// The game-session routing axis (`design/gamemode-and-dedicated-sessions.md` §5.2). Orthogonal to
/// the preset — read directly off the stored policy (or the default `Auto` when unconfigured), so a
/// preset selection never resets it.
pub fn game_session(&self) -> GameSession {
self.get().game_session
}
/// Persist + adopt a new policy (sanitized first). The in-memory value changes only if the disk
/// write succeeds, so a full disk can't leave memory and file disagreeing.
pub fn set(&self, policy: DisplayPolicy) -> Result<()> {
@@ -560,7 +595,9 @@ mod tests {
let mut positions = BTreeMap::new();
positions.insert("1".to_string(), Position { x: 0, y: 0 });
positions.insert("7".to_string(), Position { x: 2560, y: 0 });
let p = eff.with_manual_layout(positions);
let p = eff.with_manual_layout(positions, GameSession::Dedicated);
// The orthogonal game-session axis is preserved through the layout transform.
assert_eq!(p.game_session, GameSession::Dedicated);
// Preset drops to Custom so the explicit fields (incl. the layout) rule…
assert_eq!(p.preset, Preset::Custom);
// …every other behavior axis is preserved verbatim…