feat(session): end-game/end-session lifetime on Windows
Phase 2. The lease, the settings, the events and the status surface were already platform-neutral; what Windows lacked was a way to see processes and a way to ask one to close. `procscan` splits per-OS behind one contract. The Windows matcher is a Toolhelp snapshot plus each process's full image path (`QueryFullProcessImageNameW`), with creation times from `GetProcessTimes` enforcing the two rules the module exists for: never adopt a process that predates the launch, never trust a bare pid. Both matter more here than on Linux — the host is SYSTEM, so it can see and signal everything, and Windows recycles pids briskly. Path matching is case-insensitive and separator-aware, and normalizes the `\\?\` prefix `canonicalize` adds, without which a store-derived path would never compare equal to a live image path. There is no reaper argv and no readable environment on Windows, so a spec carrying only a Steam appid or an env marker matches nothing rather than falling through to an empty predicate. Steam's appid instead feeds a **veto**: its per-app `Running` flag in the user's hive can't be trusted to say a game IS running (Steam sets it around updates too, and leaves it stale after a crash), but it is exactly right for refusing to declare one gone. If the matcher can't see a game whose exe sits outside its manifest's install dir, ending the session would be a false positive the player feels immediately; honoring the veto only ever leaves a stream up. Termination asks before it insists, which on Windows needs a detail that fails silently if missed: `EnumWindows` only sees the calling thread's desktop, and the host's is session 0, which holds none of the user's windows. So the terminating thread binds to the input desktop first (the pattern `pf-inject`'s `sendinput.rs` uses), posts `WM_CLOSE` to the game's visible top-level windows, waits, and only then calls `TerminateProcess` on freshly re-verified pids. Without the desktop bind the polite pass finds nothing and every game dies unsaved. Job Objects, planned as WP2.3, are deferred with the reasoning in the design doc: every Windows launch either hands off through a launcher or the shell — where a job would wrap a shim that exits immediately — or is a direct exe whose path we already know, and wiring one in would touch the `CreateProcessAsUserW` token path the UAC and secure-desktop work depends on. Also: the watcher's steady-state poll now re-verifies known pids and only re-scans the whole table once they all vanish (which still catches a game that re-execs). On Windows a full scan is an `OpenProcess` per process on the box, so this is the difference between a negligible and a noticeable poll. Gates: Linux .21 check/clippy/fmt/293 tests green; Windows .133 check + clippy --all-targets clean, and the 4 procscan tests pass — including the live one that finds the test process in the real process table and rejects a wrong creation time. On-glass Windows (Steam/Epic/GOG/Xbox titles, the unsaved-progress check) still owed; it needs a box with games on it. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -1115,7 +1115,7 @@ pub(super) fn virtual_stream(ctx: SessionContext, prepared: Option<PreparedDispl
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// therefore before a bare-spawn gamescope's nested child) exists, because a reading taken after
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// the launch would reject the very process it is meant to find. Erring early is the safe
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// direction: it can only ever include more of our own launch, never a copy from before it.
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let launch_uptime = crate::gamelease::launch_clock();
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let launch_stamp = crate::gamelease::launch_clock();
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// Streamed-AU wire mode: the client's cap AND the host escape hatch (`PUNKTFUNK_STREAMED_AU=0`
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// reverts to whole-AU sends without touching the encoder's slicing knobs). The third gate —
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// whether the ENCODER actually chunks — is dynamic (`supports_chunked_poll`, per AU).
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@@ -1318,7 +1318,7 @@ pub(super) fn virtual_stream(ctx: SessionContext, prepared: Option<PreparedDispl
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spec: target.detect.clone(),
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nested,
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child,
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launch_uptime,
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launch_stamp,
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},
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on_exit,
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)
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