debug(gamestream): surface the pointer plane's silent failure modes

An on-glass 'touch does nothing' currently leaves NO trace: log the first
SS_TOUCH per session at info (proves the client sends + we decode), and warn
when a packet carrying a pointer magic fails the body parse (layout mismatch)
instead of vanishing into the unknown-magic drop.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-23 17:48:17 +02:00
co-authored by Claude Fable 5
parent 98b97d7d76
commit 40611cd54d
3 changed files with 31 additions and 0 deletions
@@ -67,6 +67,9 @@ pub struct GsPointer {
saw_hover: bool,
/// Active forwarded touch ids, for `CANCEL_ALL` replay as per-id ups.
touch_ids: Vec<u32>,
/// Whether this session's first SS_TOUCH was logged (the one observable breadcrumb an
/// on-glass "touch does nothing" report needs — every later stage logs its own failure).
touch_seen: bool,
}
impl GsPointer {
@@ -80,6 +83,7 @@ impl GsPointer {
last: PenSample::default(),
saw_hover: false,
touch_ids: Vec::new(),
touch_seen: false,
}
}
@@ -199,6 +203,13 @@ impl GsPointer {
}
fn apply_touch(&mut self, t: &SsTouch, mut sink: impl FnMut(InputEvent)) {
if !self.touch_seen {
self.touch_seen = true;
tracing::info!(
event_type = t.event_type,
"gamestream: touch plane active (first SS_TOUCH from this client)"
);
}
let ev = |kind: InputKind, id: u32, x: f32, y: f32| InputEvent {
kind,
_pad: [0; 3],