feat(session/gamestream): the compat plane learns a game's lifetime too
Moonlight sessions had neither direction of the session⇄game binding: a game exiting left the player looking at a desktop, and a session ending never touched the game. The machinery for both landed with the native plane; this wires it up. The compat plane had no way to say "this is over" — RTSP carries no close code — so `/cancel`, the management stop and a game exiting all looked exactly like a client vanishing. They now set a session quit flag, which is what lets the virtual display skip its keep-alive linger for a real stop and what the end-game-on-session-end policy reads to tell a decision from a network blip. A drop still lingers, and still gets its reconnect window. Moonlight can't resume a session, so a client coming back for a game it left behind does it by launching the title again — that reclaims the waiting game before anything starts, rather than letting the old window close on the copy the player is now holding. Both planes now resolve a launch through one lookup (`resolve_launch`), so a GameStream title arrives with the same identity and the same detect signals a native one does; `resolve_session_launch`/`launch_command` were the older, identity-less half of that and are gone. A Moonlight game also has no live-session entry to hang off, so the status surface gains a slot for it — without it the Dashboard would show a stream with no game while one was running. Gates on .21: check + clippy --all-targets clean, 296 tests (293 + 3), fmt CI-parity.
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@@ -950,6 +950,51 @@ pub fn on_session_end(lease: &GameLease, deliberate: bool, fingerprint: Option<&
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}
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}
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/// Applies [`on_session_end`] when a session's stream loop exits, whichever way it exits (`return`,
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/// `?`, a `break` out of the loop, a panic-unwind) — the same RAII shape the per-title prep/undo
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/// guard uses, for the same reason: teardown paths are many and easy to miss one of.
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///
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/// Reading `quit` at **drop** time is the point: it is what distinguishes a client that deliberately
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/// stopped (or an operator who did) from one that merely vanished, and that distinction is the whole
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/// safety story for [`GameOnSessionEnd::Always`](crate::session_settings::GameOnSessionEnd::Always) —
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/// a vanish gets a reconnect window, a deliberate stop does not.
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///
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/// Both planes use it, so "the session ended" means the same thing to a game whichever way the client
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/// was talking to the host.
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pub struct SessionGuard {
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lease: GameLease,
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quit: Arc<AtomicBool>,
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/// Hex client fingerprint, so a reconnecting client can reclaim its own game and nothing else.
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fingerprint: Option<String>,
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}
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impl SessionGuard {
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/// Bind `lease` to the calling session's lifetime. `quit` is the session's deliberate-stop flag,
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/// read at drop; `fingerprint` identifies the client allowed to reclaim the game on reconnect.
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pub fn new(lease: GameLease, quit: Arc<AtomicBool>, fingerprint: Option<String>) -> Self {
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Self {
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lease,
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quit,
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fingerprint,
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}
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}
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/// The lease's shared state, for the status surface.
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pub fn shared(&self) -> Arc<LeaseShared> {
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self.lease.shared()
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}
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}
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impl Drop for SessionGuard {
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fn drop(&mut self) {
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on_session_end(
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&self.lease,
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self.quit.load(Ordering::SeqCst),
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self.fingerprint.as_deref(),
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);
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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