feat: M2 — gamescope input via its EIS socket (SteamOS-like input path)
gamescope runs its own EIS server and exports the socket to its children as LIBEI_SOCKET —
no portal involved. The gamescope backend now launches the nested app through a tiny shell
wrapper that relays that value to /tmp/lumen-gamescope-ei; the libei injector gains an
EiSource enum (Portal | SocketPathFile) and connects a UnixStream directly to gamescope's
socket (polling until the app has started), then runs the identical reis sender flow.
Backend::GamescopeEi is auto-selected when LUMEN_COMPOSITOR=gamescope
(LUMEN_INPUT_BACKEND=gamescope overrides).
Validated end-to-end: input-test against a headless gamescope running xev — 129
MotionNotify/KeyPress/ButtonPress events delivered into the nested X app ("Gamescope
Virtual Input" device bound, sender handshake + emulation working).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -1,14 +1,18 @@
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//! libei input injection via the RemoteDesktop portal — the portable path for KWin and
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//! GNOME/Mutter, which (unlike wlroots/Sway) implement `org.freedesktop.portal.RemoteDesktop`
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//! and route emulated input through libei/EIS rather than the wlr virtual-input protocols.
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//! libei input injection — the portable EI-sender path.
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//!
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//! We use `ashpd` to open a RemoteDesktop session and obtain the EIS socket fd, then `reis` to
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//! drive it as an EI *sender*: bind the seat's pointer/keyboard/scroll/button capabilities and,
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//! per device, `start_emulating` → emit → `frame`. The portal session and the EIS connection
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//! must stay alive and the event stream must be polled continuously (resume/pause/ping/modifier
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//! traffic), so the whole thing runs on a dedicated thread with its own tokio runtime; the
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//! synchronous control thread reaches it through an unbounded channel and [`LibeiInjector::inject`]
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//! merely enqueues.
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//! Two ways to reach an EIS server ([`EiSource`]):
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//! * **Portal** — `org.freedesktop.portal.RemoteDesktop` via `ashpd` (KWin, GNOME/Mutter),
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//! which hands us the EIS socket fd after the session grant.
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//! * **Socket** — connect directly to a compositor's own EIS socket. gamescope runs an EIS
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//! server and exports its path to its children as `LIBEI_SOCKET`; our gamescope backend
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//! relays that path through a file so the injector can connect (no portal involved).
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//!
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//! Either way, `reis` drives the connection as an EI *sender*: bind the seat's
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//! pointer/keyboard/scroll/button capabilities and, per device, `start_emulating` → emit →
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//! `frame`. The session and the EIS connection must stay alive and the event stream must be
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//! polled continuously (resume/pause/ping/modifier traffic), so the whole thing runs on a
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//! dedicated thread with its own tokio runtime; the synchronous control thread reaches it
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//! through an unbounded channel and [`LibeiInjector::inject`] merely enqueues.
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//!
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//! Keyboard codes are Linux evdev (the same space our VK→evdev table produces) and the
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//! compositor supplies the keymap, so — unlike the wlr path — there is no keymap to upload and
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@@ -34,6 +38,16 @@ use tokio::sync::mpsc::{unbounded_channel, UnboundedReceiver, UnboundedSender};
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/// `code` value marking a horizontal scroll event (mirrors `gamestream::input`).
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const SCROLL_HORIZONTAL: u32 = 1;
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/// Where to find the EIS server.
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#[derive(Clone, Debug)]
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pub enum EiSource {
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/// `org.freedesktop.portal.RemoteDesktop` (KWin, GNOME/Mutter).
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Portal,
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/// A file containing the EIS socket path/name (gamescope's relayed `LIBEI_SOCKET`); polled
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/// until it appears, since the compositor may still be starting.
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SocketPathFile(std::path::PathBuf),
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}
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/// Handle held by the control thread; forwards events to the libei worker thread.
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pub struct LibeiInjector {
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tx: UnboundedSender<InputEvent>,
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@@ -41,15 +55,19 @@ pub struct LibeiInjector {
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impl LibeiInjector {
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pub fn open() -> Result<Self> {
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Self::open_with(EiSource::Portal)
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}
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pub fn open_with(source: EiSource) -> Result<Self> {
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let (tx, rx) = unbounded_channel::<InputEvent>();
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std::thread::Builder::new()
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.name("lumen-libei".into())
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.spawn(move || worker(rx))
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.spawn(move || worker(rx, source))
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.map_err(|e| anyhow!("spawn libei worker thread: {e}"))?;
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// Return immediately — the portal handshake must NOT run on the caller's (control)
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// thread, or a slow/denied portal would freeze the ENet control stream and drop the
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// client. The worker establishes the session asynchronously and logs its status;
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// events enqueue until devices resume (a few startup events may be dropped).
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// Return immediately — the portal/socket handshake must NOT run on the caller's
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// (control) thread, or a slow/denied setup would freeze the ENet control stream and
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// drop the client. The worker establishes the session asynchronously and logs its
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// status; events enqueue until devices resume (a few startup events may be dropped).
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Ok(Self { tx })
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}
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}
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@@ -63,7 +81,7 @@ impl InputInjector for LibeiInjector {
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}
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/// Worker thread entry: build a tokio runtime and run the session to completion.
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fn worker(rx: UnboundedReceiver<InputEvent>) {
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fn worker(rx: UnboundedReceiver<InputEvent>, source: EiSource) {
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let rt = match tokio::runtime::Builder::new_multi_thread()
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.worker_threads(1)
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.enable_all()
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@@ -75,17 +93,17 @@ fn worker(rx: UnboundedReceiver<InputEvent>) {
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return;
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}
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};
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rt.block_on(session_main(rx));
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rt.block_on(session_main(rx, source));
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}
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/// Open the portal + EIS (bounded), then pump events until disconnect or shutdown.
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async fn session_main(mut rx: UnboundedReceiver<InputEvent>) {
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/// Open the portal/socket + EIS (bounded), then pump events until disconnect or shutdown.
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async fn session_main(mut rx: UnboundedReceiver<InputEvent>, source: EiSource) {
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// Keep `_rd`/`_session` bound for the whole loop — dropping the portal session closes the
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// EIS connection. Bound the setup so a headless approval dialog (un-bypassed grant) can't
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// hang the worker forever.
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let (_rd, _session, context, mut events) = match tokio::time::timeout(
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let (_portal, context, mut events) = match tokio::time::timeout(
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Duration::from_secs(30),
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connect(),
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connect(source),
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)
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.await
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{
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@@ -96,7 +114,7 @@ async fn session_main(mut rx: UnboundedReceiver<InputEvent>) {
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}
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Err(_) => {
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tracing::error!(
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"libei: portal setup timed out (headless approval needed, or kde-authorized grant not seeded / app-id mismatch)"
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"libei: EIS setup timed out (headless approval needed / kde-authorized grant not seeded / gamescope socket never appeared)"
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);
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return;
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}
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@@ -119,17 +137,37 @@ async fn session_main(mut rx: UnboundedReceiver<InputEvent>) {
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}
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}
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/// Tie down the verbose tuple the connect step returns.
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/// Tie down the verbose tuple the connect step returns. The portal pair must stay alive for
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/// the whole session (dropping it closes the EIS connection); `None` for the direct-socket path.
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type Connected = (
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RemoteDesktop,
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ashpd::desktop::Session<RemoteDesktop>,
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Option<(RemoteDesktop, ashpd::desktop::Session<RemoteDesktop>)>,
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ei::Context,
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reis::tokio::EiConvertEventStream,
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);
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/// Open a RemoteDesktop portal session (pointer + keyboard), connect to EIS, and run the EI
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/// sender handshake. Returns the live portal + EI objects.
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async fn connect() -> Result<Connected> {
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/// Reach an EIS server per `source` and run the EI sender handshake.
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async fn connect(source: EiSource) -> Result<Connected> {
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let (portal, stream) = match source {
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EiSource::Portal => {
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let (rd, session, fd) = connect_portal().await?;
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(Some((rd, session)), UnixStream::from(fd))
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}
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EiSource::SocketPathFile(file) => (None, connect_socket_file(&file).await?),
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};
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let context = ei::Context::new(stream).map_err(|e| anyhow!("reis EI context: {e}"))?;
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let (_conn, events) = context
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.handshake_tokio("lumen-host", ei::handshake::ContextType::Sender)
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.await
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.map_err(|e| anyhow!("EI handshake: {e}"))?;
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Ok((portal, context, events))
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}
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/// Open a RemoteDesktop portal session (pointer + keyboard) and obtain the EIS socket fd.
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async fn connect_portal() -> Result<(
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RemoteDesktop,
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ashpd::desktop::Session<RemoteDesktop>,
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std::os::fd::OwnedFd,
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)> {
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let rd = RemoteDesktop::new()
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.await
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.map_err(|e| anyhow!("open RemoteDesktop portal (is xdg-desktop-portal-kde/gnome running and XDG_CURRENT_DESKTOP set?): {e}"))?;
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@@ -160,14 +198,29 @@ async fn connect() -> Result<Connected> {
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.connect_to_eis(&session, ConnectToEISOptions::default())
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.await
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.map_err(|e| anyhow!("connect_to_eis (RemoteDesktop portal version < 2?): {e}"))?;
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let context =
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ei::Context::new(UnixStream::from(fd)).map_err(|e| anyhow!("reis EI context: {e}"))?;
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let (_conn, events) = context
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.handshake_tokio("lumen-host", ei::handshake::ContextType::Sender)
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.await
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.map_err(|e| anyhow!("EI handshake: {e}"))?;
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Ok((rd, session, fd))
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}
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Ok((rd, session, context, events))
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/// Poll `file` for the EIS socket path (the gamescope backend relays `LIBEI_SOCKET` there once
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/// the nested app launches), then connect. A bare name is resolved against `XDG_RUNTIME_DIR`,
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/// mirroring libei's own `LIBEI_SOCKET` semantics.
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async fn connect_socket_file(file: &std::path::Path) -> Result<UnixStream> {
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let path = loop {
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match std::fs::read_to_string(file) {
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Ok(s) if !s.trim().is_empty() => break s.trim().to_string(),
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_ => tokio::time::sleep(Duration::from_millis(300)).await,
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}
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};
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let full = if path.starts_with('/') {
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std::path::PathBuf::from(&path)
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} else {
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let runtime = std::env::var("XDG_RUNTIME_DIR").map_err(|_| {
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anyhow!("XDG_RUNTIME_DIR unset (needed to resolve EIS socket '{path}')")
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})?;
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std::path::Path::new(&runtime).join(&path)
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};
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tracing::info!(socket = %full.display(), "libei: connecting to EIS socket");
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UnixStream::connect(&full).map_err(|e| anyhow!("connect EIS socket {}: {e}", full.display()))
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}
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/// One EI device and its emulation state.
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