feat(vdisplay): display-management policy surface (Stage 0)

A user-configurable policy layer above the per-compositor VirtualDisplay
backends: keep-alive, topology, conflict, identity, layout, max-displays —
persisted to display-settings.json, editable from the web console, applied
per connect. Design: design/display-management.md.

Stage 0 stands up the surface and wires the two behaviors the existing code
can already express — the Windows monitor linger duration and the
"make the streamed output the sole desktop" topology — through it; every
other option is stored + echoed but not yet enforced (later stages). An
unconfigured host (no display-settings.json) keeps today's exact behavior.

- vdisplay/policy.rs: pure DisplayPolicy + 5 presets + JSON store (gpu-settings
  pattern) + EffectivePolicy; 9 unit tests.
- vdisplay.rs: resolve_topology(Auto); apply_session_env drives *_VIRTUAL_PRIMARY
  from the policy only when a settings file exists.
- windows/manager.rs: linger_ms() + should_isolate() read the policy when configured.
- mgmt: GET/PUT /api/v1/display/settings (bearer-only); PUT rejects keep_alive
  forever until the lifecycle stage. OpenAPI regenerated.
- web console: Host → Virtual displays card (preset picker + custom fields); en+de.
- docs-site: virtual-displays.md + configuration.md cross-links.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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# Virtual-display management & lifecycle policy — design
> **Status:** PLANNED (nothing implemented). This doc designs a **policy layer on top of the
> existing per-compositor `VirtualDisplay` backends** — user-configurable lifecycle (keep-alive
> after disconnect), topology (primary / exclusive), conflict handling (what happens when a second
> client wants a different mode), stable display identity (so desktop environments remember
> per-client settings like scaling), and **multi-monitor** (several virtual displays forming one
> desktop, fed by one client or by several). The `VirtualDisplay` trait and the per-backend
> `create()` mechanics stay as they are; this layer decides *when* to create, *how many*, *how
> long* to keep, *what else* to do to the topology, and *under which identity*.
Companion docs: `design/implementation-plan.md` §6 (virtual displays), `design/vrr-plan.md`
(pacing — out of scope here), `design/gamescope-multiuser.md` (per-session isolation — adjacent,
not required).
## 1. Goal
Today the virtual-display behavior is hardcoded per platform and per backend:
- A session's virtual output is created at connect and torn down (RAII) at session end — a
disconnect destroys the display, reshuffles the desktop, and (on gamescope bare-spawn) **kills
the running game**.
- "Make the streamed output the sole desktop" is an env knob on Linux
(`PUNKTFUNK_KWIN_VIRTUAL_PRIMARY` / `PUNKTFUNK_MUTTER_VIRTUAL_PRIMARY`, default-on for the
auto-detected desktop path) and default-on on Windows (`PUNKTFUNK_NO_ISOLATE` to opt out) —
and on Linux "primary" and "disable the other outputs" are conflated into one switch.
- What happens when a second client connects is an emergent property of the platform: Linux
creates a second output (multi-view), Windows **reconfigures the shared monitor under the
live session** (join-path `reconfigure` in `vdisplay/windows/manager.rs::acquire`), GameStream
preempts.
- Only Windows gives a client a stable monitor identity (`vdisplay/windows/identity.rs`), so only
Windows reapplies per-client display config (DPI scaling) across reconnects. On KDE every
session's output is `Virtual-punktfunk` at whatever mode — scaling has to be re-set per connect
and is shared across every client.
- One session = exactly one display. A client with two physical monitors can only stream one;
a tablet can't join an existing streamed desktop *as a second monitor* on purpose (the Linux
multi-view behavior half-does it by accident, with no layout control).
Goal: **one shared, documented configuration surface** — a small set of orthogonal options with
safe defaults and selectable presets, stored host-side, editable from the web console, applied
uniformly across the punktfunk/1 and GameStream paths and across all five backends (KWin,
gamescope, Mutter, wlroots, Windows pf-vdisplay), each backend implementing what it can and
**honestly declining** what it can't (the same honest-downgrade convention as 4:4:4/10-bit).
## 2. What exists today (inventory)
The asymmetry worth internalizing: **Windows already has most of the machinery; Linux has none.**
| Mechanism | Windows (pf-vdisplay) | Linux (kwin/mutter/wlroots) | gamescope |
|---|---|---|---|
| Lifecycle owner | `VirtualDisplayManager` singleton — `Idle / Active{refs} / Lingering{until}` state machine, gen-stamped `MonitorLease` | none — session owns `VirtualOutput.keepalive`, capturer drop = teardown | managed path: debounced TV-session restore (`RESTORE_DEBOUNCE` 5 s) + warm-session reuse; spawn path: child dies with the session |
| Keep-alive after disconnect | linger, default 10 s (`PUNKTFUNK_MONITOR_LINGER_MS`) | none | managed: 5 s debounce (hardcoded) |
| Reuse on reconnect | join Active (refcount++) / adopt Lingering (with a dead-swapchain preempt for IDD) | none (always create fresh) | managed: reuses the warm session |
| Primary / exclusive | `isolate_displays_ccd` (exclusive), default on, restore on teardown | `apply_virtual_primary` = primary **and** disable others, env-gated, restore on drop; Mutter `make_virtual_primary` = sole monitor (APPLY_TEMPORARY) | n/a (own nested session) |
| Mode conflict | join-path silently reconfigures the shared monitor (last-wins) | each session gets its own output (multi-view) | managed: one session; spawn: one gamescope per client |
| Stable identity | `identity.rs` — cert-fp → id 1..=15 (EDID serial + ConnectorIndex), LRU, persisted `pf-vdisplay-identity.json` | none — KWin output always named `punktfunk`, sway `HEADLESS-N`, Mutter auto-serial | n/a |
| Multi-monitor | manager is single-monitor (driver supports 16 connectors) | N outputs happen to coexist (multi-view), no layout/group semantics | single-output nested session |
Design consequence: the plan is **not** "build a manager" — it's (a) extract the state machine
Windows already proved into a platform-neutral, unit-testable core, (b) give Linux the ownership
split it's missing (manager owns the keepalive, session holds a lease), (c) put a typed policy
in front of both, (d) extend identity to Linux where the compositor allows it, and (e) grow the
slot model into display **groups** so multi-monitor is an arrangement of slots, not a new system.
## 3. Architecture
Three new pieces, layered strictly **above** the `VirtualDisplay` trait (no backend rewrite):
```
┌────────────────────────────────────────────┐
mgmt API / console │ DisplayPolicy (vdisplay/policy.rs) │ pure config: schema,
host.env compat ───▶│ presets · layout · validation · persist │ presets, env-compat
└───────────────┬────────────────────────────┘
│ read per acquire/release (live-reload)
┌───────────────▼────────────────────────────┐
punktfunk/1 session │ DisplayRegistry (vdisplay/registry.rs) │ host-lifetime singleton:
GameStream session ─▶ acquire(identity, mode) → DisplayLease │ owns ManagedDisplay slots
mgmt /display/state │ release(lease) · linger timer · groups │ grouped per desktop,
└───────┬────────────────────────┬───────────┘ drives the pure Lifecycle
│ create()/drop keepalive │ reconfigure/topology/layout ops
┌────────────▼──────────┐ ┌──────────▼───────────────┐
│ Linux backends │ │ Windows │
│ kwin · gamescope · │ │ VirtualDisplayManager │
│ mutter · wlroots │ │ (existing; delegates its │
│ (unchanged trait) │ │ state decisions upward) │
└───────────────────────┘ └──────────────────────────┘
```
- **`vdisplay/policy.rs`** — the typed config (`DisplayPolicy`), preset expansion, JSON
persistence (`<config>/display-settings.json`, the `gpu-settings.json` pattern: sanitize on
load, atomic tmp+rename write), and the deprecated-env-knob mapping. 100 % pure and
unit-tested (the `pick_gamescope_mode` / `wiring_plan.rs` discipline).
- **`vdisplay/lifecycle.rs`** — the pure state machine: per-slot
`Idle / Active{refs} / Lingering{until} / Pinned` plus the **admission decision function**
(given: policy, requesting identity, requested mode(s), current slots → `Create | Reuse |
Reconfigure | Join{at_mode} | Steal{victims} | Reject{reason}`). No I/O, no OS types — fully
proptest/unit-testable, shared verbatim by both platforms. `Pinned` is `Lingering` with no
deadline (keep-alive **forever**), releasable only via mgmt/teardown.
- **`vdisplay/registry.rs`** — the host-lifetime singleton that owns `ManagedDisplay` slots
(the backend `VirtualOutput` **including its `keepalive`**, the identity slot, current mode,
group membership, topology-restore state) and executes the lifecycle decisions: calls
`VirtualDisplay::create`, holds keepalives past session end, runs the linger timer, applies
layout, exposes the mgmt snapshot. On Windows it wraps the existing `VirtualDisplayManager`
(which keeps its driver/CCD/preempt specifics — the IDD dead-swapchain preempt, the
WUDFHost-death preempt, `begin_idd_setup` — but reads its linger duration and join/steal
behavior from the policy instead of env/hardcode).
### The ownership split (the one real refactor)
Today `capture::capture_virtual_output(vout, …)` consumes the whole `VirtualOutput` — the
capturer owns the keepalive, so capturer drop tears the display down. That coupling is exactly
what makes keep-alive impossible on Linux. Split it:
```rust
pub struct DisplayLease { /* registry handle + gen stamp; Drop = release(refcount--) */ }
pub struct CaptureSource { // what capture actually needs — Copy-ish, no ownership
pub node_id: u32,
pub remote_fd: Option<OwnedFd>, // Mutter portal daemon (dup'd per capture attach)
pub preferred_mode: Option<(u32, u32, u32)>,
#[cfg(windows)] pub win_capture: Option<WinCaptureTarget>,
}
// registry.acquire(...) -> (DisplayLease, CaptureSource)
```
The `keepalive: Box<dyn Send>` moves into `ManagedDisplay` inside the registry. The session's
pipeline holds the `DisplayLease` (mirrors the Windows `MonitorLease`, gen-stamped so a stale
lease from a preempted display is a release-no-op — the proven pattern). `build_pipeline`'s
`vd.create(mode)` call sites (`punktfunk1.rs`, `gamestream/stream.rs`, `spike.rs`) become
`registry::acquire(...)`. Every failure/retry path keeps its shape — the retry-hold lease trick
in `build_pipeline_with_retry` maps 1:1 onto a `DisplayLease`.
**Re-capture on reuse** is per-backend (see §7): wlroots re-runs portal capture of the still-
existing output; KWin/Mutter reconnect a PipeWire consumer to the kept node (validation item);
gamescope re-discovers the nested compositor's node; Windows already re-targets. If re-capture
of a kept display fails, the registry falls back to **teardown + fresh create** (bounded, inside
the existing `build_pipeline_with_retry` budget) — keep-alive is an optimization, never a new
failure mode.
## 4. The configuration surface
### 4.1 Schema (`<config>/display-settings.json`)
```json5
{
"version": 1,
// Convenience: a named preset. "custom" (or absent) = the explicit fields below rule.
// When a preset IS named, the fields below are ignored (the console writes one or the other).
"preset": "custom",
// How long a display (and, on gamescope, the nested session + game) survives after the last
// session detaches. "off" = teardown at session end. "forever" = until host stop / explicit
// release. Duration is seconds.
"keep_alive": { "mode": "duration", "seconds": 300 }, // "off" | {"duration", seconds} | "forever"
// What the host does to the box's display topology while virtual displays are up:
// "extend" add the virtual display(s), touch nothing else
// "primary" make the group's primary virtual display the OS primary; physical outputs
// stay enabled
// "exclusive" the managed virtual displays become the ONLY enabled outputs (physicals
// disabled, restored when the group's last display is torn down)
// "auto" today's behavior: exclusive on the auto-detected desktop path & Windows,
// extend when the operator pinned a compositor/env said otherwise
"topology": "auto",
// Admission when a client connects while another client's display/session is live and the
// requested mode differs (same-client reconnect ALWAYS reuses/reconfigures its own display):
// "separate" give the new client its own virtual display ON THE SAME DESKTOP (bounded by
// max_displays) — this is also the "many clients as monitors" mode, see §6A
// "steal" stop the existing session(s), tear down / reconfigure, serve the new client
// "join" admit the new client AT THE EXISTING MODE (Welcome/serverinfo reflect the
// real mode — the honest-downgrade convention); never reconfigures under a
// live session
// "reject" refuse the new client with a clear handshake error
"mode_conflict": "separate",
// Stable display identity → desktop environments persist per-display config (KDE scaling):
// "shared" one identity for everything (today's Linux behavior)
// "per-client" one identity per paired client cert fingerprint (today's Windows);
// a multi-display client (§6B) gets one identity per (client, display #)
// "per-client-mode" one identity per (client, WxH) — distinct scaling per resolution,
// at the cost of identity slots (Windows has 15; LRU eviction)
"identity": "per-client",
// How the group's displays are arranged in the desktop coordinate space (§6.2):
// "auto-row" left-to-right in acquire order, top-aligned (deterministic default);
// a §6B client's own monitor-arrangement hints override auto placement
// "manual" per-identity-slot offsets below (console-arranged); wins over client hints
"layout": { "mode": "auto-row", "positions": { /* "<slot>": {"x": 0, "y": 0} */ } },
// Upper bound on simultaneously-live virtual displays (Active + Lingering + Pinned, across
// the whole group). Admission returns Reject/Steal (per mode_conflict) when full; a §6B
// AddDisplay beyond it is declined. Windows is additionally capped by the driver (see §7).
"max_displays": 4
}
```
Deliberate non-options (rejected):
- **Per-client policy overrides** — real, but v2. One host-global policy first; the schema keys
are chosen so a later `"clients": {"<fp>": {…}}` overlay is additive.
- **Idle timeout for Pinned displays** ("forever but tear down after 24 h") — `keep_alive`
already expresses it as a long duration; don't add a second axis.
- **Choosing the linger for capture-loss separately from clean disconnect** — the registry only
sees "last lease released"; the session layer already distinguishes and (see §5.1) an explicit
client **quit** bypasses keep-alive entirely.
- **Per-display FEC/bitrate policy knobs** — bitrate stays session-negotiated per stream as
today; a multi-display session's per-display bitrates are the client's ask, not host policy.
### 4.2 Precedence & live-reload
`display-settings.json` (console-written) **>** deprecated env knobs **>** built-in defaults —
the exact precedence convention the GPU preference set (`console preference >
PUNKTFUNK_RENDER_ADAPTER > auto`). The policy is **read at each acquire/release**, not once at
startup (it's file/registry state, not env — no `HostConfig` constraint), so a console change
applies to the next connect/disconnect without a host restart, same contract as the GPU card
("applies to the next session"). Env-knob compatibility mapping (all logged as deprecated when
they take effect):
| Legacy knob | Maps to |
|---|---|
| `PUNKTFUNK_MONITOR_LINGER_MS` | `keep_alive = duration(ms/1000)` (Windows) |
| `PUNKTFUNK_NO_ISOLATE` | `topology = "extend"` (Windows) |
| `PUNKTFUNK_KWIN_VIRTUAL_PRIMARY` / `PUNKTFUNK_MUTTER_VIRTUAL_PRIMARY` | `topology = "exclusive"` when truthy, `"extend"` when explicitly `0` |
The `apply_session_env` default-on write of `*_VIRTUAL_PRIMARY` for the auto-desktop path is
**replaced** by `topology = "auto"` resolving to exclusive on that path — one fewer process-env
mutation on the connect path (a small win for the env-race surface `ENV_LOCK` guards).
### 4.3 Presets
Presets are the documented, supported entry point; raw fields are the escape hatch. Expansion
lives in `policy.rs` and is unit-tested so docs and code can't drift.
| Preset | keep_alive | topology | mode_conflict | identity | layout | Story |
|---|---|---|---|---|---|---|
| `default` | 10 s | auto | separate | per-client | auto-row | Today's behavior, made explicit: short linger absorbs client hiccups/reconnects, streamed output is the sole desktop on the auto path, extra clients get their own view. |
| `gaming-rig` | forever | exclusive | steal | per-client | auto-row | Dedicated headless/couch box: the game and its display survive disconnects indefinitely; whoever connects takes the box over ("the TV model"). |
| `shared-desktop` | off | extend | separate | per-client | auto-row | Streaming a desktop someone may also use physically: never blank the real monitors, never keep ghost outputs, concurrent viewers each get a view. |
| `hotdesk` | 5 min | exclusive | reject | per-client-mode | auto-row | One user at a time with fast reattach (roaming between own devices); a second user is told the box is busy; each device+resolution keeps its own scaling. |
| `workstation` | 5 min | exclusive | separate | per-client | manual | The multi-monitor daily driver: your dual-monitor client gets both displays back exactly where you arranged them (§6B), or a tablet joins as a side monitor (§6A). |
## 5. Option semantics in detail
### 5.1 `keep_alive`
**What survives.** The *display* (compositor output / IddCx monitor / spawned gamescope) and its
topology state survive; the *session* (QUIC conn, capture stream, encoder, input devices, audio
plumbing) does not. Concretely per backend, "the display survives" means:
- **kwin / mutter / wlroots**: the output stays in the layout → windows don't reshuffle, a
running game keeps rendering at the client's mode, reconnect is fast (no create/negotiate).
- **gamescope (bare spawn)**: the nested gamescope **and the game launched inside it keep
running** — this is the headline user value (Sunshine/Apollo-style detach/reattach) and the
reason `keep_alive` is worth building at all.
- **gamescope (managed)**: the policy duration replaces the hardcoded 5 s
`RESTORE_DEBOUNCE` — the warm Steam session stays up for the window; `forever` means the TV
session is never auto-restored (release via console/tray).
- **Windows**: the existing linger, plus `forever` = the new `Pinned` state.
**Rules.**
- Input devices (uinput pads, libei/EIS contexts) stay session-scoped — a disconnect reads to
the game as "controller unplugged", which games handle. (Keeping pads alive for kept sessions
is a possible later refinement; do not build it now.)
- The **launch command runs once per display creation, never per attach** — a reconnect to a
kept gamescope must not double-launch the game. Today launch already happens once per
`build_pipeline`-successful session; the invariant moves with the create into the registry.
- An explicit client **quit** (GameStream `cancel`/quit-app; a future punktfunk/1
`EndSession{quit}` control message — protocol growth, trailing-byte back-compat as usual)
bypasses keep-alive: the user said "stop the game", so tear down now. Plain disconnects and
connection losses honor the policy.
- Host shutdown tears everything down (RAII on exit, as today). A host crash leaves whatever
the OS reclaims — Wayland connections die with the process (compositor reclaims outputs),
spawned gamescopes die with the process group, the pf-vdisplay watchdog reaps monitors when
pings stop. No new orphan class.
- `keep_alive` + `topology=exclusive` means **physical monitors stay dark after disconnect**
until linger expiry / release. This is intended (gaming-rig) but must be loud in the docs, and
the release-now escape hatch (§8) must exist in the same release that ships `forever`.
### 5.2 `topology`
Splits the currently-conflated "primary" knob into three honest levels, **group-aware** (§6.1):
"exclusive" means *the managed virtual displays* are the only enabled outputs — never disable a
sibling slot; restore fires when the group's last display drops. Per-backend mapping:
| | extend | primary | exclusive |
|---|---|---|---|
| KWin | no-op | `kscreen-doctor output.X.primary` only | primary + disable non-managed others (today's `apply_virtual_primary` with a registry-driven filter, §6.1), restore-on-teardown |
| Mutter | no-op | `ApplyMonitorsConfig` incl. physicals, virtual primary | today's sole-monitor config (`make_virtual_primary`) extended to include all group members |
| wlroots | no-op | **unsupported** (no primary concept) → log + treat as extend | `swaymsg output <phys> disable` + re-enable on teardown (new, small) |
| gamescope | n/a — the nested session *is* the whole world; all three resolve to no-op | | |
| Windows | skip isolate (today's `PUNKTFUNK_NO_ISOLATE`) | CCD primary-only variant (new, small — `set_active_mode` already exists; primary without deactivation) | today's `isolate_displays_ccd`, extended to isolate to the SET of managed targets |
Restore stays bound to **display teardown** (keepalive drop / `teardown()`), not session end —
already true everywhere; keep-alive inherits it for free. The KWin restore-before-reclaim
ordering (re-enable others *first* so KWin never sees zero enabled outputs) is preserved.
`auto` resolves at acquire time: exclusive on Windows and on the Linux auto-detected-desktop
path, extend under an explicit `PUNKTFUNK_COMPOSITOR` pin (the CI/test posture) — bit-for-bit
today's defaults, so `default` preset = no behavior change.
### 5.3 `mode_conflict`
Enforced at **admission**, before the Welcome / RTSP launch, in the lifecycle decision function
— so the client gets an honest answer, not a mid-build failure:
- Applies only across **different clients** (identity ≠ identity). A same-client reconnect
always preempts its own zombie session / adopts its own kept display and reconfigures it to
the newly requested mode (today's behavior, now uniform on all platforms).
- `separate` — allocate another slot in the desktop group (Linux multi-view today, upgraded
with layout — §6A; Windows: **requires the multi-monitor manager, §6.6** — until that stage
lands, `separate` on Windows resolves to `join` with a startup + docs warning rather than
silently doing something else).
- `join` — the second client is admitted at the live display's mode. punktfunk/1: the Welcome's
`Config` carries the real mode (the client already renders what the Welcome says — the
4:4:4/10-bit honest-downgrade pattern). GameStream: serverinfo/RTSP negotiate the live mode.
**This replaces the Windows join-path's silent last-wins `reconfigure` under a live session**
— that current behavior becomes opt-in as `steal`.
- `steal` — signal the victim sessions' stop flags (the machinery `begin_idd_setup` already
uses), wait the release grace, tear down or reconfigure, admit. Trust note: conflict policy
runs **after** the pairing gate, so on a default host only paired clients can steal; on an
`--open`/TOFU host any accepted client can — the docs call this out and recommend `reject`
for open hosts.
- `reject` — punktfunk/1: a typed handshake refusal (extend the existing error path with a
`busy` reason string carrying the live mode + client label so the client UI can say "host is
streaming 2560×1440 to <name>"); GameStream: the 503/session-in-use answer Moonlight already
understands.
Interaction with `--max-concurrent` (session bound) is unchanged and orthogonal: sessions and
displays are different resources; `max_displays` bounds displays, the accept-loop permit bounds
in-flight sessions. `join` deliberately lets N sessions share one display (that's today's
Windows concurrency model).
### 5.4 `identity` — stable displays, persistent scaling (the KDE ask)
Two halves: an **identity map** (who gets which slot) and a **per-backend identity carrier**
(how a slot becomes something the DE keys its config on).
**Map** — generalize `vdisplay/windows/identity.rs` (it's already pure + unit-tested) into a
platform-neutral `vdisplay/identity.rs`: key = client cert fp (plus display ordinal for a §6B
multi-display client, plus WxH under `per-client-mode`), value = small stable slot id, LRU
eviction at the platform cap, persisted `<config>/display-identity.json` (Windows migrates
`pf-vdisplay-identity.json` on first load — read old path if new absent, write new).
Anonymous/unpaired clients stay slot 0 = auto/shared. **GameStream clients get identities too**
(improvement over today): the paired GameStream client cert fingerprint feeds the same map, so a
Moonlight device also keeps its scaling — today `set_client_identity` is only wired on the
punktfunk/1 path.
**Carriers per backend:**
- **Windows** — shipped: slot → EDID serial + IddCx ConnectorIndex; Windows keys
`PerMonitorSettings` (DPI scaling) on exactly that. Cap 15 (ConnectorIndex <
MaxMonitorsSupported=16). `per-client-mode` and per-display ordinals work unchanged but burn
slots faster — the LRU already handles pressure; document the trade-off.
- **KWin** — the carrier is the **output name**: `stream_virtual_output(name, …)` becomes
`punktfunk-<slot>` → output `Virtual-punktfunk-<slot>`. KWin persists per-output config
(scale, transform, mode) in `kwinoutputconfig.json`, matching EDID-less outputs **by name**
so a stable per-client name is precisely what makes KDE reapply that client's scaling.
Two validation items before relying on it (Stage 3 gate, §11):
1. confirm KWin ≥ 6.5.6 actually persists + reapplies scale for `Virtual-*` outputs;
2. confirm a *remembered mode* doesn't fight the freshly requested one (if KWin reapplies a
stale stored mode on output-added, our existing `set_custom_refresh`/mode apply must run
after and win — it already reads back the achieved mode, so a fight is at least visible).
Side effect worth having: distinct names also unclash concurrent sessions (today two
simultaneous KWin sessions both create `Virtual-punktfunk` and `set_custom_refresh` /
`other_enabled_outputs` match **by that shared name** — a latent multi-view bug this fixes).
- **wlroots** — no rename and no settable description via IPC; headless outputs are
`HEADLESS-N` by creation order. Identity is therefore **not reliably carriable** → declared
unsupported (`shared` behavior regardless of setting; capability matrix + docs say so). The
single-session case is de-facto stable (`HEADLESS-1`), which users can pin in sway config —
document that recipe instead of pretending.
- **Mutter** — `RecordVirtual` auto-generates the virtual monitor's serial; no public D-Bus
surface to control it → unsupported for now. Note for later: re-evaluate Mutter's
virtual-monitor D-Bus surface per GNOME release (tracked as an open item, not a promise).
- **gamescope** — n/a: the client streams a whole nested session; scaling inside it is per-game.
**Scale as a punktfunk-side option (small, high-value adjunct):** KWin's
`stream_virtual_output` takes a `scale` argument we currently hardcode to `1.0`. Add an optional
per-client `default_scale` (console-editable next to the device list) passed at create on KWin;
on Windows scaling stays the OS's job (identity makes it persist). This gives HiDPI phones/
tablets a correct-sized desktop on first connect, before any DE-side persistence exists. A
client-requested scale hint in the Hello (trailing-byte back-compat, like the gamepad-pref byte)
is future protocol growth — design it when a client actually wants to send it.
## 6. Multi-monitor
Two scenarios, deliberately separated because they differ ~10× in cost:
- **§6A — many clients, one desktop ("second screen")**: each client device becomes one more
monitor of the same host desktop (tablet as a side monitor next to the laptop's stream).
Structurally this already half-exists on the Linux desktop compositors (`separate` gives
every client its own output on the shared desktop); what's missing is *intent*: layout
control, group-aware topology, and honest per-backend gating. **No protocol change** — it
ships on the registry work.
- **§6B — one client, many displays**: a client with two physical monitors gets two virtual
displays, streamed as two video planes, presented one-per-monitor, arranged on the host to
mirror the client's physical arrangement. Needs protocol growth, N encoder pipelines, client
presenter work, and (on Windows) the multi-monitor manager. **punktfunk/1-native only**
GameStream/Moonlight has no multi-display vocabulary and stays single-stream.
### 6.1 Display groups (registry concept, serves both)
`ManagedDisplay` slots gain a **group**: the set of displays sharing one desktop/session.
- kwin / mutter / wlroots: one group per compositor session — every acquired slot joins it
(that *is* the shared desktop).
- gamescope spawn: one group per spawned nested session. gamescope is single-output — a §6B
client asking N displays there resolves to 1, honestly (the extra `AddDisplay`s are declined).
- Windows: one group (the desktop); slots = IddCx monitors (§6.6).
Group-aware semantics — these fix latent issues even before multi-monitor ships:
- **`exclusive` disables only non-managed (physical/bootstrap) outputs, never group members.**
Today's KWin `apply_virtual_primary` disables "everything not named `Virtual-punktfunk`" —
under Stage-3 per-slot names, a second session's exclusive would disable the *first* session's
live output. The filter must consult the registry (the set of managed output names), not one
hardcoded name. Same shape on Windows (`isolate_displays_ccd` isolates to the managed target
*set*) and Mutter (the sole-monitor config includes all group members).
- **`primary` designates one group member** — for §6B the client marks which of its displays is
primary (its OS already knows); for §6A the first slot wins unless the console re-designates.
- **Topology restore is per-group, not per-display** — the saved pre-stream config is restored
when the group's **last** member drops, never while siblings live. (Windows `SavedConfig` and
the KWin `restore` vec move from `Monitor`/`StopGuard` into the group record.)
### 6.2 Layout
The `layout` policy block (§4.1) controls where group members sit in the desktop space:
- `auto-row` (default): left-to-right in acquire order, top-aligned — what compositors mostly
do anyway, made deterministic.
- `manual`: per-identity-slot offsets, console-edited (an OS-settings-style drag mini-map is
the stretch UI; an x/y table ships first). Keyed by identity slot, so *client B's tablet
always reappears to the right of client A's monitor* — layout + identity compose.
- A §6B client sends its real monitor arrangement as per-display position hints; they override
`auto-row` (mouse crossing between streamed monitors then matches the client's physical
layout) but lose to `manual` pins.
Backend mapping — all existing tooling, no new protocols: KWin
`kscreen-doctor output.X.position.x,y` (validate syntax the way `set_custom_refresh` did);
wlroots `swaymsg output <n> position X Y`; Mutter logical-monitor positions in the same
`ApplyMonitorsConfig` we already build; Windows CCD source origins in the same
`SetDisplayConfig` path `isolate_displays_ccd` uses.
**Host-side input routing.** §6A needs nothing (N clients inject into one desktop — already
true today). §6B needs the injectors to map `(display, x, y)` → desktop coordinates using the
group layout: per-backend work items — libei absolute positioning is per-region, the wlr
virtual-pointer protocol binds to an output, Windows `SendInput` absolute is desktop-normalized
(pure math off the group layout). Wire change in §6.3.
Two realities to document, not engineer around: **cursor rendering is already correct** (every
backend embeds the cursor per-output — KWin `POINTER_EMBEDDED`, the IDD's per-monitor
composition — so it appears only on the stream it's on and "crosses" between monitors
naturally), and **a §6A desktop has one cursor shared by all member clients** — exactly right
for the one-user-two-devices case (touch the tablet, the cursor jumps there), chaotic for two
people; genuinely independent users want gamescope multi-user
(`design/gamescope-multiuser.md`), not groups.
### 6.3 Protocol growth for §6B (punktfunk/1 only)
Principle: **a display is one data-plane instance.** Don't touch the hardened core packet
format — N displays = N × (encoder + send thread + core `Session` over its own UDP flow), one
shared QUIC control connection, one set of session-scoped side planes (audio, mic, rumble,
input). And **don't grow the Hello**: the handshake's back-compat idiom is single trailing
bytes — a variable-length display list doesn't fit it, and it doesn't need to, because the
control stream stays open after `Start` (Reconfigure/ClockProbe already ride it).
- **Capability**: client advertises `VIDEO_CAP_MULTI_DISPLAY` (`video_caps` bit `0x10`); the
Welcome echoes the host's per-session display budget as one trailing byte (`max_displays`
remaining, `0`/absent = single-display host — old hosts are automatically honest).
- **Negotiation**: the Hello/Welcome pair is untouched and establishes **display 0** exactly as
today (an old host serves a multi-monitor-capable client's primary display with zero special
cases). Extra displays negotiate post-`Start` on the control stream:
`AddDisplay { mode, position_hint, primary: bool } → DisplayAdded { index, config /* the same
honest per-display Config shape the Welcome carries: mode, bit depth, chroma, codec */ }` or
`DisplayDeclined { reason }`. `RemoveDisplay { index }` and a per-display `Reconfigure`
(index as a trailing byte on the existing message) complete the set — **client monitor
hotplug maps 1:1 onto Add/Remove mid-session.**
- **Data plane**: `DisplayAdded` carries the flow binding (host UDP port / flow token) for that
display's own core `Session`. Per-flow crypto derives the AES-GCM nonce salts per
(direction, display index) — no salt reuse across flows; FEC domains are independent per flow
(loss on one display can't stall another) — this is why "one Session per display" beats
muxing display ids into the core packet format.
- **Side planes**: pointer/touch events gain a display-index byte (same trailing-byte pattern
as the gamepad pref; absent = display 0); 0xCF host-timing and 0xCE HDR-metadata datagrams
gain the index the same way (a client mixing an HDR laptop panel + SDR external monitor gets
per-display grades). Audio/mic/rumble/gamepad stay session-scoped, untouched.
- **Per-display honesty**: each display negotiates bit depth/chroma/codec independently through
the same resolve functions — a host that can afford HEVC Main10 on one head and only 4:2:0 on
the second says so in each `DisplayAdded.config`.
- **Stats**: the stats-unification vocabulary (four measurement points, p50/p95 windows) gains
a display dimension — per-display series, HUD shows the focused display's equation
(`design/stats-unification.md` gets a §6B addendum; don't invent client-local stats).
- **C ABI / connector**: `punktfunk_add_display` / per-display `next_au` routing (an index out
param on the existing call keeps the ABI additive), so PunktfunkKit/JNI stay on the shared
connector.
### 6.4 Encoder & resource budget
N displays = N encode pipelines. NVENC consumer session caps — and the existing auto 2-way
**split-encode** above ~1 Gpix/s consuming *two* NVENC sessions for one stream — mean admission
must budget: `DisplayAdded` is granted only if the encoder backend confirms capacity (extend the
existing NVENC session accounting + the AMF/QSV probes with a `can_open_another()` check), and
**split-encode is disabled for multi-display sessions** (displays win over split; a 5K@240
single head is not the multi-monitor use case). `max_displays` bounds the group. Same idle-cost
note as keep-alive: every added display composites + encodes at full rate. Bandwidth is
per-display additive (two 4K heads ≈ 2× the bitrate): the per-host speed test's recommendation
should be read **per session** and split across that session's displays — the client divides
its ask, the host doesn't second-guess it (per-display bitrate is deliberately not host policy,
§4.1).
### 6.5 Client staging for §6B
- **Linux GTK + Windows clients first** — natural multi-window presenters: one
window/fullscreen surface per display on the matching physical monitor, the existing capture
state machine extended to span them (pointer crossing between our fullscreen windows must not
release capture).
- **macOS second** (multi-NSWindow across Screens; Spaces/fullscreen interplay is the risk).
- **Android/iOS/tvOS: never advertise the capability** — single-display presenters. A phone or
tablet still participates in multi-monitor via §6A (it *is* a second monitor), which needs
nothing from those clients.
### 6.6 Windows multi-monitor manager
Previously an explicit non-goal; now a designed **final stage** — the single-monitor manager
keeps working unchanged until it lands:
- **Manager**: the singleton's `MgrState` becomes a map keyed by connector id; `lifecycle.rs`
is already written per-slot, so the Windows manager's delegation doesn't change shape. The
IDD reconnect preempts (dead-swapchain, WUDFHost-death) become per-slot.
- **Driver**: pf-vdisplay already ADDs by connector id 1..=15 (the identity map's bound). The
sealed frame channel (`IOCTL_SET_FRAME_CHANNEL`) must become **per-monitor** — channel
messages carry the monitor id, reusing the multi-pad `pad_index` pattern (driver proto v3;
`design/idd-push-security.md` addendum: same unnamed-object + handle-dup broker per ring).
Driver work + CI + on-glass validation is exactly why this stage is last.
- **Capture/encode**: one IDD-push capturer per monitor ring; budget per §6.4.
- **CCD**: isolate/primary/layout already group-aware from §6.1/6.2.
## 7. Per-backend capability matrix
What each backend supports; unsupported cells resolve to the stated fallback and are surfaced in
`GET /api/v1/display/state` per display (`"capabilities": [...]`) so the console can grey options
out per-host instead of lying:
| Capability | KWin | gamescope spawn | gamescope managed | gamescope attach | Mutter | wlroots | Windows |
|---|---|---|---|---|---|---|---|
| keep-alive (linger/forever) | ✅ hold the vout thread; re-attach PipeWire consumer to the kept node — **validate** | ✅ nested session + game survive; re-discover node | ✅ policy replaces the 5 s debounce | — (never owned it) | ✅ hold the D-Bus session; consumer re-attach — **validate** | ✅ output persists; fresh portal capture per attach (cleanest) | ✅ shipped; add `Pinned` |
| reconfigure kept display to a new mode | ✅ `set_custom_refresh` + kscreen mode | ✅ SIGKILL+respawn is the honest "reconfigure" (game restarts — docs say so) or decline → recreate | ✅ existing managed-mode set | — | ⚠ node is sized by negotiation; renegotiation unproven — fallback recreate | ✅ `output <n> mode --custom` | ✅ `reconfigure()` shipped |
| topology: primary | ✅ | n/a | n/a | n/a | ✅ | ❌ → extend | ✅ (new, small) |
| topology: exclusive | ✅ shipped (filter → group-aware) | n/a | n/a | n/a | ✅ shipped (→ group-aware) | ✅ (new, small) | ✅ shipped (→ group-aware) |
| mode_conflict: separate / §6A group | ✅ multi-output | ✅ one gamescope per client (independent sessions, no shared desktop) | ❌ single session → steal/join/reject only | — | ✅ assumed — **validate ≥2 RecordVirtual monitors** | ✅ HEADLESS-N | ⏳ §6.6 (until then → join + warning) |
| §6B multi-display for one client | ✅ N outputs + layout | ❌ single-output (extra displays declined) | ❌ | — | ⚠ gated on the ≥2-monitor validation | ✅ | ⏳ §6.6 |
| layout (position control) | ✅ kscreen position | n/a | n/a | n/a | ✅ ApplyMonitorsConfig | ✅ `output position` | ✅ CCD origins |
| stable identity | ✅ output name per slot | n/a | n/a | n/a | ❌ (API gives no serial control) | ❌ (no name control) | ✅ shipped |
The **attach** gamescope sub-mode never owns the display (it mirrors a foreign gamescope) — the
registry records it as an unmanaged pass-through slot: no keep-alive, no topology, no identity,
conflict = join-only. That's just codifying reality.
## 8. Management API, web console, tray
Endpoints (bearer-only, like `/gpus`; documented in `mgmt.rs`'s OpenAPI → regenerate
`api/openapi.json`):
- `GET /api/v1/display/settings``{ settings, preset_expansions, capabilities }` — the stored
policy plus what this host's live backend can actually do (so the console renders accurate
controls).
- `PUT /api/v1/display/settings` — validate (unknown fields rejected, ranges clamped like the
GPU PUT), persist atomically, log. Applies from the next acquire/release.
- `GET /api/v1/display/state` → live slots:
```json
{ "displays": [ { "slot": 3, "backend": "kwin", "output": "Virtual-punktfunk-3",
"mode": "2560x1440@120", "state": "lingering", "expires_in_s": 240,
"client": "a1b2c3…(label)", "display_index": 0, "sessions": 0,
"group": 1, "position": {"x": 0, "y": 0}, "topology": "exclusive" } ] }
```
- `POST /api/v1/display/release` `{ "slot": 3 }` or `{}` (all) — immediately tear down
Lingering/Pinned displays. **Refuses Active** (stopping a live session is session management,
not display management — don't blur it).
- `PUT /api/v1/display/layout` `{ "positions": { "<slot>": {"x":…, "y":…} } }` — the manual
arrangement (applies live to affected groups; persisted into the policy's layout block).
Web console (Host page, next to the GPU card): a **Virtual displays** card — preset selector
(radio + one-line story each, `custom` unlocking the advanced fields), the live display list from
`/state` with per-row "Release" buttons and a linger countdown, the arrangement editor (x/y
table first, drag mini-map stretch), capability-aware disabled states. The loopback
`local/summary` gains a `displays_live` count (counts only — the established no-secrets rule) so
the **tray** tooltip can show "1 display kept alive" and offer a release-all action through the
same elevation path as start/stop (Windows) / `systemctl --user` (Linux) — tray work is a
stretch stage, not core.
## 9. Enforcement points (exact code paths)
1. **punktfunk/1 handshake** (`punktfunk1.rs`, where the Hello is resolved into the Welcome):
call `registry::admit(identity, requested_mode)` → on `Reject` answer the typed refusal; on
`Join` the Welcome's `Config` carries the live mode; on `Steal` signal victims + wait release
(bounded) before proceeding. This runs **before** `SessionContext` is built.
2. **`virtual_stream` / `build_pipeline`** (`punktfunk1.rs:3511`, `build_pipeline_with_retry`):
`vd.create(mode)` → `registry::acquire(...) -> (DisplayLease, CaptureSource)`; the retry-hold
lease keeps its exact semantics. The mid-stream **Reconfigure**, **session-switch**, and
**capture-loss rebuild** paths re-acquire through the registry so a compositor switch
correctly releases the old backend's slot and the new mode updates the slot's record.
3. **Control stream, post-Start** (§6B): `AddDisplay`/`RemoveDisplay` handlers spawn/stop a
per-display pipeline (its own `registry::acquire`, encoder, send thread, UDP flow) inside the
same `SessionContext` lifetime; `--max-concurrent` counts sessions, not displays.
4. **GameStream** (`gamestream/stream.rs::open_gs_virtual_source`): same acquire; identity from
the paired client cert fp (new); quit-app → `release(quit=true)` which bypasses keep-alive.
5. **Session end**: capturer drop (releases the PipeWire consumer / ring) then `DisplayLease`
drop → lifecycle decides Linger/Pinned/teardown. On Linux the keepalive no longer rides the
capturer (§3 ownership split).
6. **`serve` startup/shutdown**: registry constructed once (like `start_restore_worker`), all
slots torn down on graceful exit.
## 10. Documentation plan
A dedicated docs-site page **`docs-site/content/docs/virtual-displays.md`** (+ `meta.json`
entry), cross-linked from `configuration.md`, `host-cli.md`, `steamos-host.md`, and
`troubleshooting.md`. Structure — written for the operator, presets first:
1. **What punktfunk does with displays** — 5 lines: per-client-sized virtual output, created on
connect, what "keep alive"/"exclusive" mean physically.
2. **Pick a preset** — the §4.3 table verbatim, each with a one-paragraph story and the JSON it
expands to ("copy this into display-settings.json, or click it in the console").
3. **Options reference** — one subsection per option: values, default, per-backend support
badge row, and a concrete example scenario each ("You stream from your phone at 1080p and
your TV at 4K120: with `identity: per-client` KDE remembers 150 % scaling for the phone and
100 % for the TV").
4. **Multi-monitor** — the two scenarios in user language: *"use your tablet as a second
monitor"* (§6A: connect a second device, arrange it in the console) and *"stream your
dual-monitor setup"* (§6B: which clients support it, what the host does with the layout),
plus the support matrix and the GameStream single-stream note.
5. **Persistent scaling (KDE/Windows)** — the user-visible recipe: connect once, set scaling in
System Settings / Windows Settings while streaming, done — punktfunk's stable identity makes
the DE reapply it. Honest support table (KWin ✅ / Windows ✅ / GNOME ❌ why / Sway recipe).
6. **Troubleshooting** — "my physical monitors stayed off" → release button/endpoint + the
keep_alive×exclusive explanation; "second client gets the wrong resolution" → `join`
semantics; "game restarted on reconnect" → gamescope reconfigure caveat; "second display
declined" → encoder budget (§6.4); KWin/gamescope version floors.
7. **Legacy env knobs** — the §4.2 mapping table, marked deprecated.
Also update: `README.md` status row, `CLAUDE.md` (status + invariant below), `host.env.example`
(point at the JSON/console, list deprecated knobs), and the OpenAPI snapshot.
**New design invariant for CLAUDE.md** (once shipped): *Display lifecycle is owned by the
registry, policy-driven; sessions hold leases, never the keepalive. New backends implement
`VirtualDisplay` + declare capabilities; they never grow their own lifecycle/env knobs. A
display is one data-plane instance — multi-display never muxes into the core packet format.*
## 11. Staged implementation
Each stage lands green (`cargo test/clippy/fmt`, OpenAPI drift check) and is independently
shippable; on-glass validation notes inline. **Heads-up for this box:** the dev VM currently has
no GPU passthrough (RTX 5070 Ti detached at the Proxmox level, 2026-07-01) — KWin-path live
validation needs the GPU back or one of the LAN hosts (.248 GNOME / .48 Fedora KDE).
- **Stage 0 — policy + plumbing-lite.** `policy.rs` (schema/presets/persist/env-compat, fully
unit-tested), mgmt GET/PUT `/display/settings`, console card (settings only), docs page
skeleton with the presets/options tables. Behavior deltas limited to what existing knobs can
express: Windows linger reads the policy; Linux topology auto/extend/exclusive routes through
the existing primary code. *No lifecycle change yet — zero-risk adoption of the surface.*
- **Stage 1 — lifecycle core + Linux keep-alive (easy backends).** `lifecycle.rs` pure machine
(+proptests: no lost teardowns, no double-frees across arbitrary acquire/release/expiry
interleavings), `registry.rs`, the ownership split (`DisplayLease`/`CaptureSource` — the one
cross-cutting refactor, touches `capture_virtual_output` signatures on both OSes), keep-alive
live for **wlroots** and **gamescope-spawn** (the two backends where reuse is structurally
trivial), `/display/state` + `/display/release`, console live-list. Windows manager delegates
linger/pinned decisions to `lifecycle.rs` (its driver specifics untouched).
*Validate:* sway on this box (headless), gamescope spawn: connect → disconnect → verify
vkcube/game still runs → reconnect → same session, no relaunch.
- **Stage 2 — KWin/Mutter keep-alive + topology decoupling.** Kept-node PipeWire re-attach on
KWin and Mutter (each behind its validation; fallback recreate), `primary` (without disable)
on KWin/Mutter/Windows, `exclusive` on wlroots, restore paths regression-tested.
*Validate:* headless KDE session (the `run-headless-kde.sh` rig), GNOME box .248.
- **Stage 3 — identity.** Platform-neutral identity map + migration, per-slot KWin output
naming (+ the concurrent-session name-clash fix riding along), GameStream identity wiring,
optional `per-client-mode` keying, per-client `default_scale` on KWin.
*Validate on KDE:* connect client A → set 150 % scaling → disconnect → reconnect → scaling
reapplied; client B unaffected; `kwinoutputconfig.json` inspected for the named entries.
- **Stage 4 — mode-conflict admission.** Decision function wired into both handshakes, the
typed punktfunk/1 `busy` refusal, GameStream 503 path, the Windows silent-reconfigure →
`join`-default change (call it out in release notes — it's a behavior fix), `steal` victim
signaling reusing the stop-flag plumbing.
*Validate:* two probe clients loopback (`--mode` differing) under each policy value.
- **Stage 5 — §6A multi-client monitors.** Display groups, group-aware exclusive/primary/
restore (incl. the name-filter fix), layout auto-row + manual, `/display/layout`, console
arrangement table. Cheap: rides Stages 13 infrastructure, no protocol change.
*Validate:* two clients (probe + GTK) on the headless KDE box forming a 2-output desktop;
drag a window across; disconnect one → its slot lingers per policy, sibling unaffected,
restore only after both drop.
- **Stage 6 — §6B protocol + Linux host + GTK client.** `VIDEO_CAP_MULTI_DISPLAY`, control-
stream Add/Remove/DisplayAdded, per-flow nonce-salt derivation, per-display pipelines on
KWin/wlroots, input display-index routing, C ABI additions, GTK client multi-window
presenter, stats display dimension.
*Validate:* loopback probe requesting 2 displays → two decodable .h265 outs + per-display
0xCF; then a real dual-monitor Linux client against the KDE box.
- **Stage 7 — Windows multi-monitor** (§6.6: driver proto v3 per-monitor sealed rings, manager
slot map, Windows client multi-window, `separate` un-gated on Windows) — gated on driver CI +
on-glass, deliberately last.
- **Stage 8 — polish.** Docs page finalized with real console screenshots, tray count/release
(stretch), README/CLAUDE.md/host.env.example updates, `local/summary` count, macOS §6B
presenter (its own mini-stage when scheduled).
## 12. Risks & open questions
- **PipeWire node reuse after consumer detach (KWin/Mutter)** — the load-bearing unknown for
Stage 2. If a kept node won't renegotiate for a fresh consumer, keep-alive on those backends
degrades to "topology-stable but recreate-on-reconnect" (still valuable: no desktop reshuffle
when *paired with identity naming*). The fallback is designed in, so the stage can't strand.
- **KWin persistence of `Virtual-*` output config** — if KWin declines to persist virtual
outputs, per-client scaling on KDE needs punktfunk-side scale storage instead (the
`default_scale` adjunct already gives us the mechanism); identity naming stays worthwhile for
the name-clash fix alone.
- **KWin stored-mode vs requested-mode fights** under identity naming (§5.4) — mitigated by
our post-create mode apply + read-back; watch for it in Stage 3 validation.
- **Compositor ceilings on simultaneous virtual outputs** — load-bearing for §6A/§6B: probe
KWin's virtual-output count and Mutter's `RecordVirtual` count (≥2 monitors) empirically in
Stage 2/5; `max_displays` default 4 keeps us under any realistic ceiling.
- **Encoder session exhaustion** (§6.4) — NVENC caps × split-encode × concurrent sessions must
be budgeted in one place (the admission check), or a second display can silently break an
unrelated session's encode. Split-encode is disabled for multi-display sessions by design.
- **Per-display input mapping** — each Linux injector (libei, wlr, gamescope EIS) binds
absolute coordinates differently; the §6B display-index routing is per-injector work with
per-backend validation, not one generic patch.
- **Client-side multi-window fullscreen juggling** (§6.5) — per-monitor DPI on Windows, Spaces
on macOS, pointer capture across our own windows; the reason clients stage GTK/Windows first.
- **Idle kept displays burn resources** — a kept gamescope keeps the game rendering (GPU) at
full rate; a kept KWin output keeps compositing; every §6B display encodes at full rate.
Document; a later refinement could drop a kept session's refresh, out of scope here.
- **Security posture** — keep-alive keeps a user session composited/running unattended;
nothing is unlocked that wasn't, and admission still rides pairing. `steal` on `--open`
hosts is the one sharp edge → docs recommend `reject` there (§5.3). The mgmt endpoints are
bearer-only; `local/summary` exposes counts only. §6B's extra UDP flows reuse the hardened
core `Session` unchanged (per-flow salts derived, never reused) — no new crypto surface.
- **Mutter identity** — blocked on GNOME API surface; re-check per GNOME release.