feat(gamestream): advertise HDR + surface the game library (with covers) to Moonlight
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Bring the GameStream/Moonlight plane up to the native plane's capability parity. HDR (Windows only): - New host_hdr_capable() gate (Windows + PUNKTFUNK_10BIT, matching the native policy). serverinfo layers SCM_HEVC_MAIN10 onto the probed/static codec mask, so Moonlight finally offers its HDR toggle (live: mask 0x10101 -> 0x10301). - Parse the client's dynamicRangeMode into StreamConfig.hdr and pass it through to OutputFormat::resolve, so a client HDR request proactively enables advanced color on the per-session virtual display (PQ flows even from an SDR desktop). The encoder bit depth now derives from the captured frame format (gs_bit_depth) rather than a hard-coded 8 that mislabeled the already-Main10 HDR stream. Game library in /applist: - The catalog now layers library::all_games() (Steam/Epic/GOG/Xbox/custom) on top of Desktop/apps.json, each with a STABLE GameStream id (FNV-1a, dedup-probed) and the store-qualified library id. Launch routes through the existing security-reviewed launch_title/launch_command via library::launch_gamestream_library — a client can only pick an existing title, never inject a command. - /appasset cover proxy: Moonlight fetches per-app covers from the host, so resolve appid -> library cover URL and proxy the bytes (portrait -> header -> hero -> logo; data: + bounded http(s) fetch), on a blocking thread. IsHdrSupported reflects the host HDR capability. 4:4:4 stays off on GameStream by design: stock Moonlight is 4:2:0 and the Windows IDD-push capturer can't deliver full chroma yet (capturer_supports_444() == false); the gate is documented so it lights up once IDD-push full-chroma capture lands. Validated live (Moonlight -> Windows NVENC host): HDR advertised, the Epic library shows with covers, launch works. clippy clean; apps/serverinfo/library unit tests cover the HDR mask, stable-id, dedup, and data-URL paths. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -357,12 +357,17 @@ fn stream_config(map: &HashMap<String, String>) -> Option<StreamConfig> {
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Some("2") => Codec::Av1,
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_ => Codec::H264,
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};
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// 10-bit/HDR request flag. We never advertise the Main10 SCM bits, so a compliant
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// client can't ask — if one does anyway, stream 8-bit SDR rather than failing.
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if parse_u("x-nv-video[0].dynamicRangeMode").unwrap_or(0) != 0 {
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// 10-bit/HDR request (Moonlight sets `dynamicRangeMode != 0` only when it both saw our Main10 SCM
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// bit AND the user enabled HDR). Honor it only when the host can actually deliver Main10 (Windows +
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// PUNKTFUNK_10BIT, `host_hdr_capable`); when honored, the video path proactively enables advanced
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// color on the virtual display so a PQ stream flows even from an SDR desktop. A request we can't
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// honor degrades to 8-bit SDR (and a desktop that is ALREADY HDR still streams PQ regardless, since
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// the IDD-push capturer follows the display).
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let hdr_requested = parse_u("x-nv-video[0].dynamicRangeMode").unwrap_or(0) != 0;
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let hdr = hdr_requested && crate::gamestream::host_hdr_capable();
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if hdr_requested && !hdr {
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tracing::warn!(
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"client requested HDR/10-bit (dynamicRangeMode != 0) — not advertised/supported, \
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streaming 8-bit SDR"
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"client requested HDR (dynamicRangeMode != 0) but host is not HDR-capable — streaming 8-bit SDR"
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);
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}
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// Parity floor the client asks for (protects small frames); clamp to a sane max.
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@@ -377,6 +382,7 @@ fn stream_config(map: &HashMap<String, String>) -> Option<StreamConfig> {
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bitrate_kbps,
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codec,
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min_fec,
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hdr,
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})
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}
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