fix(housekeeping): unaligned read UB + recv-drop parity; dedup mmsghdr; doc fixes
ci / rust (push) Has been cancelled
ci / rust (push) Has been cancelled
From a bug-hunt + unsafe-audit pass (4 reviewers + adversarial verify). It confirmed ZERO real bugs in the recent batched/paced data-plane work — these are the surfaced cleanups + one genuine soundness fix: - SOUNDNESS (reduce unsafe): inject/gamepad.rs::pump_ff did `ptr::read` of an InputEventRaw (align 8, holds a timeval) out of a 1-aligned [u8; N] buffer — UB per the reference (x86_64 tolerates it, but it can miscompile under LTO). Use ptr::read_unaligned + a SAFETY note. Zero behavior change. - recv parity: recv_batch (recvmmsg) didn't drop an oversized/truncated datagram the way scalar recv does — poll_frame now skips a message whose len fills the buffer (> MAX_DATAGRAM_BYTES), matching recv's `n >= RECV_BUF` drop. (AEAD already rejected these on encrypted sessions; this restores the documented invariant on the batched path.) - dedup unsafe FFI: factor the identical mmsghdr-from-iovec construction out of send_batch + recv_batch into one `mmsghdrs()` helper — the raw-pointer scaffolding + its lifetime SAFETY note now live in one place. - docs: TARGET_SOCKBUF no longer calls paced sending future work (it landed, m3.rs::paced_submit); gamescope.rs input is no longer "(TODO)" (wired + live-validated); the PUNKTFUNK_PERF `wire_mbps` field is renamed `tx_mbps` and noted as attempted/sealed bytes (send_dropped shows what didn't reach the wire). Full suite (35 + loopback round-trip + 6) + clippy + fmt green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -11,7 +11,8 @@
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//! Requirements: gamescope built with PipeWire + libei input emulation (distro packages are);
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//! a usable Vulkan device (the NVIDIA render node). Headless capture on the proprietary NVIDIA
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//! driver is plausible-by-architecture but not a well-trodden path — validate empirically.
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//! Input is a gamescope-specific libei/EIS socket (`LIBEI_SOCKET`), wired separately (TODO).
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//! Input uses gamescope's own libei/EIS socket (`LIBEI_SOCKET`), relayed to the libei backend (see
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//! `inject/libei.rs`) — wired and live-validated.
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use super::{Mode, VirtualDisplay, VirtualOutput};
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use anyhow::{anyhow, Context, Result};
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