diff --git a/crates/punktfunk-host/src/inject/sendinput.rs b/crates/punktfunk-host/src/inject/sendinput.rs
index 19b6d931..208702b5 100644
--- a/crates/punktfunk-host/src/inject/sendinput.rs
+++ b/crates/punktfunk-host/src/inject/sendinput.rs
@@ -1,8 +1,9 @@
//! Windows input injection via `SendInput` (Win32 KeyboardAndMouse) — the Windows analogue of
//! [`super::wlr`]: absolute mouse normalized to the virtual desktop, relative mouse for games,
//! scancode keyboard, scroll, buttons. The client already sends Windows VK codes, so there is no
-//! keycode table. Survives UAC/lock desktop switches by reattaching the thread to the current
-//! input desktop before each event (`OpenInputDesktop`/`SetThreadDesktop`).
+//! keycode table. Survives UAC/lock desktop switches with Sunshine's retry-on-failure model: the
+//! thread stays bound to its desktop and only reattaches (`OpenInputDesktop`/`SetThreadDesktop`) when
+//! `SendInput` reports a short write (the input desktop switched) — no per-event reattach overhead.
use anyhow::Result;
use punktfunk_core::input::{InputEvent, InputKind};
@@ -68,11 +69,20 @@ impl SendInputInjector {
}
}
- fn send(inputs: &[INPUT]) -> Result<()> {
+ /// Inject with Sunshine's retry-on-failure model: the thread stays bound to whatever desktop it
+ /// last attached to (no per-event `OpenInputDesktop`/`SetThreadDesktop` — two syscalls saved on
+ /// every mouse move), and only when `SendInput` reports a short write (0 = the input desktop
+ /// switched out from under us, e.g. into UAC/lock) do we reattach to the now-current input desktop
+ /// and retry once. This serves both the normal and secure desktops with no steady-state overhead.
+ fn send(&mut self, inputs: &[INPUT]) -> Result<()> {
+ let n = unsafe { SendInput(inputs, size_of::() as i32) };
+ if n as usize == inputs.len() {
+ return Ok(());
+ }
+ // Short write → the input desktop likely changed. Reattach + retry once.
+ self.reattach_input_desktop();
let n = unsafe { SendInput(inputs, size_of::() as i32) };
if n as usize != inputs.len() {
- // 0 = blocked (different/secure desktop). Surface as Err so the host service drops +
- // reopens the injector (which reattaches the input desktop).
anyhow::bail!(
"SendInput injected {n}/{} events (blocked desktop?)",
inputs.len()
@@ -94,7 +104,8 @@ impl Drop for SendInputInjector {
impl InputInjector for SendInputInjector {
fn inject(&mut self, event: &InputEvent) -> Result<()> {
- self.reattach_input_desktop();
+ // No per-event desktop reattach — `send` reattaches lazily only on a short write (desktop
+ // switch). The injector is bound to the input desktop at open() and follows switches on demand.
match event.kind {
InputKind::MouseMove => {
let mi = MOUSEINPUT {
@@ -105,7 +116,7 @@ impl InputInjector for SendInputInjector {
time: 0,
dwExtraInfo: 0,
};
- Self::send(&[mouse(mi)])
+ self.send(&[mouse(mi)])
}
InputKind::MouseMoveAbs => {
let w = (event.flags >> 16) & 0xffff;
@@ -128,7 +139,7 @@ impl InputInjector for SendInputInjector {
time: 0,
dwExtraInfo: 0,
};
- Self::send(&[mouse(mi)])
+ self.send(&[mouse(mi)])
}
InputKind::MouseButtonDown | InputKind::MouseButtonUp => {
let down = event.kind == InputKind::MouseButtonDown;
@@ -183,7 +194,7 @@ impl InputInjector for SendInputInjector {
time: 0,
dwExtraInfo: 0,
};
- Self::send(&[mouse(mi)])
+ self.send(&[mouse(mi)])
}
InputKind::MouseScroll => {
// GameStream WHEEL_DELTA(120) units. Windows WHEEL positive=up (matches GameStream —
@@ -201,7 +212,7 @@ impl InputInjector for SendInputInjector {
time: 0,
dwExtraInfo: 0,
};
- Self::send(&[mouse(mi)])
+ self.send(&[mouse(mi)])
}
InputKind::KeyDown | InputKind::KeyUp => {
let down = event.kind == InputKind::KeyDown;
@@ -226,7 +237,7 @@ impl InputInjector for SendInputInjector {
time: 0,
dwExtraInfo: 0,
};
- Self::send(&[key(ki)])
+ self.send(&[key(ki)])
}
// Gamepad goes through ViGEm (separate backend). Touch: no SendInput equivalent -> no-op.
InputKind::GamepadButton