fix(host): survive Bazzite's SDDM session supervisor in the gamescope takeover

Diagnosed live on the .181 Bazzite F44 box (couldn't connect at all; field
reports of streams dying after 30 s-5 min):

Bazzite autologs into game mode via SDDM with Relogin=true, so the moment the
managed takeover stops gamescope-session-plus@<client>, SDDM logs back in and
restarts it within the same second. The resurrected autologin session then
fights our transient session-plus over the Steam single instance and the GPU
for the whole stream: its wrapper relaunches gamescope every ~7 s (each one
missing the wrapper's hard 5 s readiness window on a slow NVIDIA init), the
churn SIGSEGVs gamescopes, and eventually the streaming gamescope dies with it.
Meanwhile a client that gave up left the pipeline-rebuild retry loop SIGKILLing
and relaunching the box's Steam session for up to ~6 more minutes.

- stop_autologin_sessions: runtime-mask each autologin unit before the SIGKILL
  stop, so no supervisor can restart it underneath the stream; match every
  loaded instance (the unit flaps through activating/failed mid-churn). Every
  restore path unmasks unconditionally (including the desktop-active early
  return), and --runtime keeps the mask in tmpfs so a reboot clears it.
- launch_session: supervise the transient unit while polling for the node —
  the session-plus wrapper kill -9s a gamescope that missed its 5 s readiness
  handshake and exits 1, so relaunch it (after a short driver-settle cooldown)
  instead of waiting the rest of the 45 s on a corpse.
- build_pipeline_with_retry: abort between attempts once the session's QUIC
  connection is closed — no more minutes of Steam churn for a departed client.

Validated live on .181: cold-boot connect streams 2059 frames/45 s (p50
5.1 ms), zero SDDM resurrections while masked, TV session restored+unmasked on
disconnect, warm same-mode reconnect reuses the session (866 frames/15 s).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-07 06:15:12 +00:00
parent da376b3122
commit 92f078adaf
2 changed files with 114 additions and 26 deletions
+15 -1
View File
@@ -3096,7 +3096,7 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
let _idd_setup_guard = (plan.capture == crate::session_plan::CaptureBackend::IddPush)
.then(|| crate::vdisplay::manager::vdm().begin_idd_setup(stop.clone()));
let (mut capturer, mut enc, mut frame, mut interval, mut cur_node_id) =
build_pipeline_with_retry(&mut vd, mode, bitrate_kbps, bit_depth, plan, &quit)?;
build_pipeline_with_retry(&mut vd, mode, bitrate_kbps, bit_depth, plan, &quit, &stop)?;
// Setup done — release the IDD-push setup lock so the next reconnect can begin (and preempt us).
#[cfg(target_os = "windows")]
drop(_idd_setup_guard);
@@ -3280,6 +3280,7 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
bit_depth,
plan,
&quit,
&stop,
)?;
Ok((new_vd, pipe))
})();
@@ -3486,6 +3487,7 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
bit_depth,
plan,
&quit,
&stop,
) {
Ok(p) => break p,
Err(e2) => {
@@ -3793,6 +3795,7 @@ fn build_pipeline_with_retry(
bit_depth: u8,
plan: crate::session_plan::SessionPlan,
quit: &Arc<AtomicBool>,
stop: &Arc<AtomicBool>,
) -> Result<Pipeline> {
// ~10s first-frame wait per attempt. 8 gives a ~90s budget for the SLOW case: a host-managed
// gamescope session cold-starting Steam Big Picture (the SteamOS/Bazzite takeover) can take
@@ -3819,6 +3822,17 @@ fn build_pipeline_with_retry(
const MAX_ATTEMPTS: u32 = 8;
let mut backoff = std::time::Duration::from_millis(500);
for attempt in 1..=MAX_ATTEMPTS {
// The client is gone (connection closed → `stop`): every further attempt only churns the
// box for a session no one is watching — on a Bazzite takeover that means SIGKILLing and
// relaunching the box's Steam session once per attempt for minutes (the .181 storm
// 2026-07-07). One in-flight attempt can still overhang; this bounds the damage to it.
if attempt > 1 && stop.load(Ordering::SeqCst) {
anyhow::bail!(
"session ended (client disconnected) during pipeline build — aborting retries \
after {} attempt(s)",
attempt - 1
);
}
match build_pipeline(vd, mode, bitrate_kbps, bit_depth, plan, quit) {
Ok(pipe) => {
if attempt > 1 {
@@ -824,19 +824,46 @@ fn kill_unit(unit: &str) {
.status();
}
/// Stop every running autologin gaming-mode session (`gamescope-session-plus@*.service`) so its
/// Runtime-mask `unit` so the box's session supervisor cannot restart it underneath the takeover.
/// Bazzite/SteamOS autologin runs under SDDM with `Relogin=true` (`/etc/sddm.conf.d/steamos.conf`):
/// the moment the autologin session dies — including our own deliberate stop — SDDM logs back in and
/// starts the unit again within the same second. A merely-stopped unit then fights our host-managed
/// session over the Steam single instance and the GPU for the whole stream (the restarted wrapper
/// relaunches gamescope every ~7 s; the contention SIGSEGVs gamescopes and eventually kills the
/// streaming one — the "stream dies after 30 s5 min" field reports, diagnosed live on .181
/// 2026-07-07). `--runtime` keeps the mask in tmpfs so a reboot clears it even if the host dies
/// without restoring (the same semantics as the persisted takeover file).
fn mask_unit(unit: &str) {
let _ = Command::new("systemctl")
.args(["--user", "mask", "--runtime", unit])
.status();
}
/// Undo [`mask_unit`] — every restore path must unmask before (or regardless of) restarting, or the
/// box's own return-to-gaming-mode stays broken until reboot.
fn unmask_unit(unit: &str) {
let _ = Command::new("systemctl")
.args(["--user", "unmask", "--runtime", unit])
.status();
}
/// Stop every autologin gaming-mode session (`gamescope-session-plus@*.service`) so its
/// single-instance Steam is free for our own host-managed session. Records the units so
/// [`schedule_restore_tv_session`] can restart them on disconnect. Our own session is the transient
/// `punktfunk-gamescope` unit (not a `@`-instance), so it's never matched here. No-op when nothing
/// is autologged in (e.g. a box that boots headless). Uses the **SIGKILL** teardown ([`kill_unit`])
/// to avoid the F44 GPU-context leak that the autologin's SIGTERM stop triggers.
/// is autologged in (e.g. a box that boots headless). Each unit is **masked first** ([`mask_unit`]
/// SDDM's `Relogin=true` would otherwise restart it instantly), then torn down with **SIGKILL**
/// ([`kill_unit`]) to avoid the F44 GPU-context leak that the autologin's SIGTERM stop triggers.
/// Matches every loaded instance, not just `running` ones — under the SDDM relogin churn the unit
/// flaps through `activating`/`failed` between cycles, and an unmasked flapping unit re-enters the
/// fight the moment the supervisor restarts it.
fn stop_autologin_sessions() {
let Ok(out) = Command::new("systemctl")
.args([
"--user",
"list-units",
"--type=service",
"--state=running",
"--all",
"--no-legend",
"--plain",
"gamescope-session-plus@*.service",
@@ -849,10 +876,11 @@ fn stop_autologin_sessions() {
for line in String::from_utf8_lossy(&out.stdout).lines() {
if let Some(unit) = line.split_whitespace().next() {
if unit.starts_with("gamescope-session-plus@") && unit.ends_with(".service") {
mask_unit(unit); // block the SDDM relogin loop from restarting it mid-stream
kill_unit(unit); // SIGKILL teardown — avoid the F44 GPU-context leak
tracing::info!(
unit,
"freed Steam: SIGKILL-stopped the autologin gaming session for this stream"
"freed Steam: masked + SIGKILL-stopped the autologin gaming session for this stream"
);
stopped.push(unit.to_string());
}
@@ -980,6 +1008,11 @@ fn do_restore_tv_session() {
}
clear_takeover(); // A3: takeover consumed — drop the persisted crash-restore marker
stop_session(SESSION_UNIT); // our gamescope/Steam session, so Steam is free for the autologin
// Unmask UNCONDITIONALLY (before the desktop-active early return below): a unit left masked
// would break the user's own return to gaming mode until reboot.
for unit in &units {
unmask_unit(unit);
}
*MANAGED_SESSION.lock().unwrap_or_else(|e| e.into_inner()) = None;
// Only bring the gaming autologin BACK if the box is still meant to be in gaming mode. If the
// user switched to a desktop session (KDE/GNOME/wlroots) in the meantime, don't yank them back
@@ -1095,26 +1128,32 @@ fn launch_session(client: &str, unit_name: &str, mode: Mode) -> Result<u32> {
let wrapper = write_gamescope_bin_wrapper()?;
stop_session(unit_name); // clear any stale unit + relay so a relaunch is clean
let hz = mode.refresh_hz.max(1);
let status = Command::new("systemd-run")
.args(["--user", "--collect", &format!("--unit={unit_name}")])
.arg("--setenv=BACKEND=headless")
.arg(format!("--setenv=SCREEN_WIDTH={}", mode.width))
.arg(format!("--setenv=SCREEN_HEIGHT={}", mode.height))
.arg(format!("--setenv=PF_HZ={hz}"))
.arg(format!("--setenv=GAMESCOPE_BIN={}", wrapper.display()))
.arg("--setenv=DRM_MODE=cvt")
.arg(format!("--setenv=CUSTOM_REFRESH_RATES={hz}"))
.arg("--")
.arg(SESSION_PLUS_BIN)
.arg(client)
.status()
.context(
"launch gamescope-session-plus via `systemd-run --user` (is the user systemd manager \
up with XDG_RUNTIME_DIR + DBUS_SESSION_BUS_ADDRESS set?)",
)?;
if !status.success() {
anyhow::bail!("`systemd-run --user` failed to start the gamescope session (exit {status})");
}
let start_unit = || -> Result<()> {
let status = Command::new("systemd-run")
.args(["--user", "--collect", &format!("--unit={unit_name}")])
.arg("--setenv=BACKEND=headless")
.arg(format!("--setenv=SCREEN_WIDTH={}", mode.width))
.arg(format!("--setenv=SCREEN_HEIGHT={}", mode.height))
.arg(format!("--setenv=PF_HZ={hz}"))
.arg(format!("--setenv=GAMESCOPE_BIN={}", wrapper.display()))
.arg("--setenv=DRM_MODE=cvt")
.arg(format!("--setenv=CUSTOM_REFRESH_RATES={hz}"))
.arg("--")
.arg(SESSION_PLUS_BIN)
.arg(client)
.status()
.context(
"launch gamescope-session-plus via `systemd-run --user` (is the user systemd \
manager up with XDG_RUNTIME_DIR + DBUS_SESSION_BUS_ADDRESS set?)",
)?;
if !status.success() {
anyhow::bail!(
"`systemd-run --user` failed to start the gamescope session (exit {status})"
);
}
Ok(())
};
start_unit()?;
// Steam Big Picture cold-start is far slower than a bare app — poll the node for up to 45s.
let deadline = Instant::now() + Duration::from_secs(45);
loop {
@@ -1128,10 +1167,45 @@ fn launch_session(client: &str, unit_name: &str, mode: Mode) -> Result<u32> {
(Steam failed to start? — `journalctl --user -u {unit_name}`)"
);
}
// The session-plus wrapper hard-kills a gamescope that missed its 5 s readiness handshake
// and exits 1 (a slow NVIDIA cold start routinely needs 5-15 s — the .181 storm 2026-07-07),
// and the transient unit has no Restart= — without supervision the rest of this poll would
// wait on a corpse. Re-run the unit so every readiness attempt inside the deadline is used.
if !unit_starting_or_active(unit_name) {
tracing::info!(
unit = unit_name,
"gamescope session: transient unit died (missed the wrapper's 5 s gamescope \
readiness window?) — relaunching"
);
// Brief cooldown before the relaunch: the wrapper SIGKILLed a gamescope mid-Vulkan-init,
// and the NVIDIA driver reclaims that context asynchronously — an instant relaunch pays
// the reclaim serialization on top of device init and misses the 5 s window again.
std::thread::sleep(Duration::from_millis(1500));
let _ = Command::new("systemctl")
.args(["--user", "reset-failed", unit_name])
.status();
start_unit()?;
}
std::thread::sleep(Duration::from_millis(500));
}
}
/// Is the unit currently starting or up (`activating` / `active` — also `deactivating`: let a stop
/// finish; the next poll tick sees the settled state)? Unknown/unreachable states report `true` so a
/// systemctl hiccup can't trigger a relaunch storm.
fn unit_starting_or_active(unit: &str) -> bool {
let Ok(out) = Command::new("systemctl")
.args(["--user", "is-active", unit])
.output()
else {
return true;
};
matches!(
String::from_utf8_lossy(&out.stdout).trim(),
"active" | "activating" | "reloading" | "deactivating"
)
}
/// Stop the host-managed session's transient unit ([`kill_unit`] — SIGKILL teardown to avoid the F44
/// GPU-context leak) and clear the EIS relay so a dead session's socket name can't be reconnected.
fn stop_session(unit_name: &str) {