fix(inject): make the gamescope EIS injector reconnect robustly across sessions
ci / rust (push) Has been cancelled
ci / rust (push) Has been cancelled
Root cause of "input doesn't work" on the unified host: a single fresh session injects fine (EIS connects, "Gamescope Virtual Input" device added), but the host-lifetime injector reused a STALE per-session EIS socket across sessions → "connect EIS socket …: Connection refused". (Headless gamescope is EIS-only — it ignores uinput — so libei/EIS is the one input path for both gamescope and KWin; no second path needed.) - connect_socket_file: re-READ the relay file and RETRY the connect on refused/missing (the live gamescope's EIS appears shortly), bounded at 15s, instead of connecting once and bubbling ECONNREFUSED. - GamescopeProc::drop: clear the relayed EIS socket name on teardown so a dead session can't hand a stale path to the next reconnect. Validated: two sessions back-to-back each reconnect (EIS connected + device added). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -257,6 +257,9 @@ impl Drop for GamescopeProc {
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fn drop(&mut self) {
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let _ = self.0.kill();
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let _ = self.0.wait();
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// Clear the relayed EIS socket name so the host-lifetime injector can't reconnect to this
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// now-dead session's socket between sessions (the stale path is the "Connection refused").
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let _ = std::fs::remove_file(EI_SOCKET_FILE);
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}
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}
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