feat(host/windows): seal the host↔driver channels (frame + gamepad, proto v2)
Frame ring (pf-vdisplay) and both gamepad SHM channels move off named Global\ objects (openable by any sibling LocalService) to UNNAMED sections/events whose handles the host DuplicateHandles into the driver's verified WUDFHost with least access — frame delivery over the SYSTEM+admins-only IOCTL_SET_FRAME_CHANNEL, pads over a 32-byte named bootstrap mailbox (pid + handle value only, DoS-bounded; HID minidrivers have no control device). Driver-validated pad_index kills cross-pad redirects; v1↔v2 mixes fail closed with diagnosis logs on both sides. Sibling-LocalService denial proven empirically (design/idd-push-security.md, design/gamepad-channel-sealing.md). Driver-side raw ops now live behind pf-umdf-util (checked shm accessors, the forbid(unsafe_code) ChannelClient state machine, WDF request tokens) — the pad drivers' logic is 100% safe Rust; whole drivers workspace clippy-gated in CI. driver install --gamepad now sweeps SWD\punktfunk phantom devnodes: a re-created SwDevice REVIVES the old devnode with its previously-bound driver (never re-ranks), so an upgrade otherwise leaves the old driver serving — or, across the v1→v2 fence, a dead pad (found live on the RTX box). On-glass validated on the RTX 4090 box: frame path 7007 frames p50 2.06 ms cross-machine; DualSense + XUSB "sealed pad channel mapped"/proto=2 attach via both the test harness and a real streaming session; phantom-sweep repro. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -42,6 +42,10 @@ pub struct WinCaptureTarget {
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pub gdi_name: String,
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/// Stable SudoVDA target id — re-resolved to the current GDI name on every recovery.
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pub target_id: u32,
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/// The pf-vdisplay driver's WUDFHost pid (from the ADD reply) — the process the IDD-push capturer
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/// duplicates the sealed frame channel's handles INTO (`idd_push::ChannelBroker`). `0` = unknown
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/// (a pre-v2 pairing can't occur — the version handshake is hard — so this only guards misuse).
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pub wudf_pid: u32,
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}
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/// A GPU-resident captured texture (future NVENC-D3D11 zero-copy path).
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