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Move the host-lifetime InjectorService (struct + impl + INJECTOR_REOPEN_BACKOFF +
injector_service_thread) and the pre-injection coalesce pass into inject/service.rs,
alongside the coalesce unit tests. libei_ei_source stays in the facade as an open()
helper. Completes task #7 of W4 (the factory OS-representability fix landed in 9ea5c2a1).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -166,132 +166,9 @@ pub fn default_backend() -> Backend {
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Backend::Unsupported
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}
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/// Host-lifetime pointer/keyboard injector running on its OWN thread, fed over a clonable `Send`
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/// channel. The injector backend owns non-`Send` compositor state (a Wayland connection / xkb / EIS
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/// socket), so it must live on a single thread; both the GameStream control plane and the native
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/// punktfunk/1 plane forward their decoded keyboard/mouse events here instead of injecting inline, so
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/// a slow inject (a portal stall, a desktop switch) never head-blocks the network thread's
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/// keepalive/retransmit servicing.
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pub(crate) struct InjectorService {
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tx: std::sync::mpsc::Sender<InputEvent>,
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}
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impl InjectorService {
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pub(crate) fn start() -> InjectorService {
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let (tx, rx) = std::sync::mpsc::channel::<InputEvent>();
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if let Err(e) = std::thread::Builder::new()
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.name("punktfunk-injector".into())
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.spawn(move || injector_service_thread(rx))
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{
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tracing::error!(error = %e, "injector service thread spawn failed — pointer/keyboard input disabled");
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}
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InjectorService { tx }
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}
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/// A sender a session/plane forwards its pointer/keyboard events to. Cloned per caller; dropping a
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/// clone does NOT stop the service (it runs while any sender — incl. the service's own — lives).
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pub(crate) fn sender(&self) -> std::sync::mpsc::Sender<InputEvent> {
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self.tx.clone()
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}
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}
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/// Backoff between reopen attempts after the injector backend fails to open or its worker dies, so a
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/// persistently-unavailable portal isn't hammered once per event.
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const INJECTOR_REOPEN_BACKOFF: std::time::Duration = std::time::Duration::from_secs(2);
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/// The host-lifetime injector worker: lazily open the pointer/keyboard backend, then inject every
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/// forwarded event. Reopen (after [`INJECTOR_REOPEN_BACKOFF`]) on open failure, on a backend change
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/// (input follows the active session), or if the backend's worker dies mid-stream. Exits only when
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/// every sender has dropped (host shutdown), which drops the injector and closes its portal session.
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///
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/// Each wake drains the whole backlog and [`coalesce`]s redundant motion before injecting, so a slow
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/// backend never builds up a queue of stale relative-mouse/scroll events (latency) — while button,
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/// key, and absolute-move ordering is preserved exactly.
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fn injector_service_thread(rx: std::sync::mpsc::Receiver<InputEvent>) {
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let mut injector: Option<Box<dyn InputInjector>> = None;
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let mut open_backend: Option<Backend> = None;
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let mut last_failed: Option<std::time::Instant> = None;
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while let Ok(first) = rx.recv() {
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// Drain everything already queued behind `first` so we coalesce a whole burst at once.
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let mut batch = vec![first];
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while let Ok(ev) = rx.try_recv() {
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batch.push(ev);
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}
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// The resolved input backend (PUNKTFUNK_INPUT_BACKEND, set per connect / mid-stream session
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// switch) may have changed since we opened. Reopen against it so input FOLLOWS the active
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// session instead of injecting into a stale, still-warm backend (e.g. the managed gamescope's
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// EIS socket after the user switched to the KDE desktop).
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let want = default_backend();
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if injector.is_some() && open_backend != Some(want) {
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tracing::info!(
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?open_backend,
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?want,
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"input: backend changed — reopening injector for the active session"
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);
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injector = None;
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last_failed = None; // re-resolve immediately
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}
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if injector.is_none() {
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// Open on the first event; after a failure wait out the backoff before retrying (a few
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// events drop during setup — acceptable, input is lossy).
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let ready = last_failed.is_none_or(|t| t.elapsed() >= INJECTOR_REOPEN_BACKOFF);
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if ready {
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match open(want) {
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Ok(i) => {
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tracing::info!(backend = ?want, "input injector ready (host-lifetime)");
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injector = Some(i);
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open_backend = Some(want);
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last_failed = None;
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}
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Err(e) => {
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tracing::warn!(error = %format!("{e:#}"), "pointer/keyboard injection unavailable — will retry");
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last_failed = Some(std::time::Instant::now());
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}
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}
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}
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}
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if let Some(inj) = injector.as_mut() {
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for ev in coalesce(batch) {
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if let Err(e) = inj.inject(&ev) {
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// The backend's worker (portal session / EIS socket) died — drop it and reopen on
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// a later event (covers a gamescope EIS socket that respawns with its session).
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tracing::warn!(error = %format!("{e:#}"), "inject failed — reopening injector");
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injector = None;
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open_backend = None;
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last_failed = Some(std::time::Instant::now());
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break; // abandon the rest of this batch; the next one reopens
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}
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}
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}
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}
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tracing::debug!("injector service stopped (host shutting down)");
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}
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/// Coalesce a drained burst: sum consecutive relative-mouse deltas and consecutive same-axis scroll
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/// deltas (identical net effect, far fewer injects), passing buttons, keys, absolute moves, and any
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/// type change through untouched and in order. Only *adjacent* same-type events merge, so a button
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/// or key between two moves flushes the accumulated motion first — ordering is never reshuffled.
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fn coalesce(events: Vec<InputEvent>) -> Vec<InputEvent> {
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let mut out: Vec<InputEvent> = Vec::with_capacity(events.len());
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for ev in events {
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match out.last_mut() {
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Some(last) if last.kind == InputKind::MouseMove && ev.kind == InputKind::MouseMove => {
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last.x = last.x.saturating_add(ev.x);
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last.y = last.y.saturating_add(ev.y);
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}
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Some(last)
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if last.kind == InputKind::MouseScroll
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&& ev.kind == InputKind::MouseScroll
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&& last.code == ev.code =>
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{
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last.x = last.x.saturating_add(ev.x);
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}
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_ => out.push(ev),
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}
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}
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out
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}
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#[path = "inject/service.rs"]
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mod service;
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pub(crate) use service::InjectorService;
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/// How the libei backend reaches its EIS server. KWin goes through the `RemoteDesktop` *portal*
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/// (with a pre-seeded grant), but GNOME's portal `Start()` needs an interactive approval a
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@@ -460,57 +337,3 @@ mod sendinput;
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#[cfg(target_os = "linux")]
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#[path = "inject/linux/wlr.rs"]
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mod wlr;
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#[cfg(test)]
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mod tests {
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use super::*;
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fn mk(kind: InputKind, code: u32, x: i32, y: i32) -> InputEvent {
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InputEvent {
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kind,
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_pad: [0; 3],
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code,
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x,
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y,
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flags: 0,
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}
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}
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#[test]
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fn coalesce_sums_adjacent_motion_and_preserves_order() {
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let events = vec![
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mk(InputKind::MouseMove, 0, 1, 2),
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mk(InputKind::MouseMove, 0, 3, -1), // → summed with the previous move
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mk(InputKind::KeyDown, 30, 0, 0), // flushes the move, passes through verbatim
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mk(InputKind::MouseMove, 0, 5, 5), // a NEW run after the key (not merged across it)
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mk(InputKind::MouseScroll, 0, 1, 0),
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mk(InputKind::MouseScroll, 0, 2, 0), // same axis (code 0) → summed
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mk(InputKind::MouseScroll, 1, 1, 0), // different axis (code 1) → separate
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];
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let out = coalesce(events);
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assert_eq!(out.len(), 5);
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assert_eq!(
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(out[0].kind, out[0].x, out[0].y),
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(InputKind::MouseMove, 4, 1)
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);
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assert_eq!(out[1].kind, InputKind::KeyDown);
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assert_eq!(
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(out[2].kind, out[2].x, out[2].y),
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(InputKind::MouseMove, 5, 5)
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);
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assert_eq!(
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(out[3].kind, out[3].code, out[3].x),
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(InputKind::MouseScroll, 0, 3)
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);
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assert_eq!(
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(out[4].kind, out[4].code, out[4].x),
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(InputKind::MouseScroll, 1, 1)
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);
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}
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#[test]
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fn coalesce_handles_empty_and_singleton() {
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assert!(coalesce(vec![]).is_empty());
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assert_eq!(coalesce(vec![mk(InputKind::MouseMove, 0, 7, 8)]).len(), 1);
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}
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}
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@@ -0,0 +1,189 @@
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//! The off-thread injector service (plan §W4, carved out of the inject facade): a host-lifetime
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//! pointer/keyboard injector pinned to its OWN thread and fed over a clonable `Send` channel, plus
|
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//! the pre-injection [`coalesce`] pass. The backend owns non-`Send` compositor state (a Wayland
|
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//! connection / xkb / EIS socket), so it must live on one thread; both the GameStream control plane
|
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//! and the native punktfunk/1 plane forward decoded input here instead of injecting inline.
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use super::*;
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/// Host-lifetime pointer/keyboard injector running on its OWN thread, fed over a clonable `Send`
|
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/// channel. The injector backend owns non-`Send` compositor state (a Wayland connection / xkb / EIS
|
||||
/// socket), so it must live on a single thread; both the GameStream control plane and the native
|
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/// punktfunk/1 plane forward their decoded keyboard/mouse events here instead of injecting inline, so
|
||||
/// a slow inject (a portal stall, a desktop switch) never head-blocks the network thread's
|
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/// keepalive/retransmit servicing.
|
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pub(crate) struct InjectorService {
|
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tx: std::sync::mpsc::Sender<InputEvent>,
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}
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impl InjectorService {
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pub(crate) fn start() -> InjectorService {
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let (tx, rx) = std::sync::mpsc::channel::<InputEvent>();
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if let Err(e) = std::thread::Builder::new()
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.name("punktfunk-injector".into())
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.spawn(move || injector_service_thread(rx))
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{
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tracing::error!(error = %e, "injector service thread spawn failed — pointer/keyboard input disabled");
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}
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InjectorService { tx }
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}
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/// A sender a session/plane forwards its pointer/keyboard events to. Cloned per caller; dropping a
|
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/// clone does NOT stop the service (it runs while any sender — incl. the service's own — lives).
|
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pub(crate) fn sender(&self) -> std::sync::mpsc::Sender<InputEvent> {
|
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self.tx.clone()
|
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}
|
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}
|
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|
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/// Backoff between reopen attempts after the injector backend fails to open or its worker dies, so a
|
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/// persistently-unavailable portal isn't hammered once per event.
|
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const INJECTOR_REOPEN_BACKOFF: std::time::Duration = std::time::Duration::from_secs(2);
|
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|
||||
/// The host-lifetime injector worker: lazily open the pointer/keyboard backend, then inject every
|
||||
/// forwarded event. Reopen (after [`INJECTOR_REOPEN_BACKOFF`]) on open failure, on a backend change
|
||||
/// (input follows the active session), or if the backend's worker dies mid-stream. Exits only when
|
||||
/// every sender has dropped (host shutdown), which drops the injector and closes its portal session.
|
||||
///
|
||||
/// Each wake drains the whole backlog and [`coalesce`]s redundant motion before injecting, so a slow
|
||||
/// backend never builds up a queue of stale relative-mouse/scroll events (latency) — while button,
|
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/// key, and absolute-move ordering is preserved exactly.
|
||||
fn injector_service_thread(rx: std::sync::mpsc::Receiver<InputEvent>) {
|
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let mut injector: Option<Box<dyn InputInjector>> = None;
|
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let mut open_backend: Option<Backend> = None;
|
||||
let mut last_failed: Option<std::time::Instant> = None;
|
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while let Ok(first) = rx.recv() {
|
||||
// Drain everything already queued behind `first` so we coalesce a whole burst at once.
|
||||
let mut batch = vec![first];
|
||||
while let Ok(ev) = rx.try_recv() {
|
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batch.push(ev);
|
||||
}
|
||||
|
||||
// The resolved input backend (PUNKTFUNK_INPUT_BACKEND, set per connect / mid-stream session
|
||||
// switch) may have changed since we opened. Reopen against it so input FOLLOWS the active
|
||||
// session instead of injecting into a stale, still-warm backend (e.g. the managed gamescope's
|
||||
// EIS socket after the user switched to the KDE desktop).
|
||||
let want = default_backend();
|
||||
if injector.is_some() && open_backend != Some(want) {
|
||||
tracing::info!(
|
||||
?open_backend,
|
||||
?want,
|
||||
"input: backend changed — reopening injector for the active session"
|
||||
);
|
||||
injector = None;
|
||||
last_failed = None; // re-resolve immediately
|
||||
}
|
||||
if injector.is_none() {
|
||||
// Open on the first event; after a failure wait out the backoff before retrying (a few
|
||||
// events drop during setup — acceptable, input is lossy).
|
||||
let ready = last_failed.is_none_or(|t| t.elapsed() >= INJECTOR_REOPEN_BACKOFF);
|
||||
if ready {
|
||||
match open(want) {
|
||||
Ok(i) => {
|
||||
tracing::info!(backend = ?want, "input injector ready (host-lifetime)");
|
||||
injector = Some(i);
|
||||
open_backend = Some(want);
|
||||
last_failed = None;
|
||||
}
|
||||
Err(e) => {
|
||||
tracing::warn!(error = %format!("{e:#}"), "pointer/keyboard injection unavailable — will retry");
|
||||
last_failed = Some(std::time::Instant::now());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if let Some(inj) = injector.as_mut() {
|
||||
for ev in coalesce(batch) {
|
||||
if let Err(e) = inj.inject(&ev) {
|
||||
// The backend's worker (portal session / EIS socket) died — drop it and reopen on
|
||||
// a later event (covers a gamescope EIS socket that respawns with its session).
|
||||
tracing::warn!(error = %format!("{e:#}"), "inject failed — reopening injector");
|
||||
injector = None;
|
||||
open_backend = None;
|
||||
last_failed = Some(std::time::Instant::now());
|
||||
break; // abandon the rest of this batch; the next one reopens
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
tracing::debug!("injector service stopped (host shutting down)");
|
||||
}
|
||||
|
||||
/// Coalesce a drained burst: sum consecutive relative-mouse deltas and consecutive same-axis scroll
|
||||
/// deltas (identical net effect, far fewer injects), passing buttons, keys, absolute moves, and any
|
||||
/// type change through untouched and in order. Only *adjacent* same-type events merge, so a button
|
||||
/// or key between two moves flushes the accumulated motion first — ordering is never reshuffled.
|
||||
fn coalesce(events: Vec<InputEvent>) -> Vec<InputEvent> {
|
||||
let mut out: Vec<InputEvent> = Vec::with_capacity(events.len());
|
||||
for ev in events {
|
||||
match out.last_mut() {
|
||||
Some(last) if last.kind == InputKind::MouseMove && ev.kind == InputKind::MouseMove => {
|
||||
last.x = last.x.saturating_add(ev.x);
|
||||
last.y = last.y.saturating_add(ev.y);
|
||||
}
|
||||
Some(last)
|
||||
if last.kind == InputKind::MouseScroll
|
||||
&& ev.kind == InputKind::MouseScroll
|
||||
&& last.code == ev.code =>
|
||||
{
|
||||
last.x = last.x.saturating_add(ev.x);
|
||||
}
|
||||
_ => out.push(ev),
|
||||
}
|
||||
}
|
||||
out
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use punktfunk_core::input::{InputEvent, InputKind};
|
||||
|
||||
fn mk(kind: InputKind, code: u32, x: i32, y: i32) -> InputEvent {
|
||||
InputEvent {
|
||||
kind,
|
||||
_pad: [0; 3],
|
||||
code,
|
||||
x,
|
||||
y,
|
||||
flags: 0,
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn coalesce_sums_adjacent_motion_and_preserves_order() {
|
||||
let events = vec![
|
||||
mk(InputKind::MouseMove, 0, 1, 2),
|
||||
mk(InputKind::MouseMove, 0, 3, -1), // → summed with the previous move
|
||||
mk(InputKind::KeyDown, 30, 0, 0), // flushes the move, passes through verbatim
|
||||
mk(InputKind::MouseMove, 0, 5, 5), // a NEW run after the key (not merged across it)
|
||||
mk(InputKind::MouseScroll, 0, 1, 0),
|
||||
mk(InputKind::MouseScroll, 0, 2, 0), // same axis (code 0) → summed
|
||||
mk(InputKind::MouseScroll, 1, 1, 0), // different axis (code 1) → separate
|
||||
];
|
||||
let out = coalesce(events);
|
||||
assert_eq!(out.len(), 5);
|
||||
assert_eq!(
|
||||
(out[0].kind, out[0].x, out[0].y),
|
||||
(InputKind::MouseMove, 4, 1)
|
||||
);
|
||||
assert_eq!(out[1].kind, InputKind::KeyDown);
|
||||
assert_eq!(
|
||||
(out[2].kind, out[2].x, out[2].y),
|
||||
(InputKind::MouseMove, 5, 5)
|
||||
);
|
||||
assert_eq!(
|
||||
(out[3].kind, out[3].code, out[3].x),
|
||||
(InputKind::MouseScroll, 0, 3)
|
||||
);
|
||||
assert_eq!(
|
||||
(out[4].kind, out[4].code, out[4].x),
|
||||
(InputKind::MouseScroll, 1, 1)
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn coalesce_handles_empty_and_singleton() {
|
||||
assert!(coalesce(vec![]).is_empty());
|
||||
assert_eq!(coalesce(vec![mk(InputKind::MouseMove, 0, 7, 8)]).len(), 1);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user