fix(gamestream): the resolved launch command is what the backend nests
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A Windows/macOS build compiled the resolved-launch parameter out entirely and warned about it, because the two uses left were both Linux-gated. Both platforms want the same value: off Linux `set_launch_command` is a backend no-op and a library title resolves to no command at all (the interactive-session spawner launches it by id), so the cfg split was carrying an older distinction that no longer exists. Also covers the Windows half of `process_name` with a test — the pure name match plus a live scan for this test process, since `find`'s early return would otherwise skip the signal entirely and the test would pass vacuously. Gates: .133 check + clippy --all-targets clean with no warnings, 5/5 procscan (incl. live); .21 299 tests + fmt.
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@@ -595,14 +595,12 @@ fn open_gs_virtual_source(
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};
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let mut vd = crate::vdisplay::open(compositor).context("open virtual display")?;
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// Carry the resolved launch command on the backend instance (per-session) rather than a
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// process-global env var, so concurrent sessions can't stomp each other's launch target. On
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// Linux resolve a library-id selection to its command too, so gamescope's bare spawn nests a
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// library title exactly like an apps.json command (it previously nested only `cmd`, silently
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// dropping library picks).
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#[cfg(target_os = "linux")]
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// process-global env var, so concurrent sessions can't stomp each other's launch target. It is
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// the RESOLVED command, so gamescope's bare spawn nests a library title exactly like an
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// apps.json command (it previously nested only `cmd`, silently dropping library picks). Off
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// Linux this is a no-op backend-side, and a library title resolves to no command at all — the
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// interactive-session spawner launches it by id instead.
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vd.set_launch_command(launch.and_then(|t| t.command.clone()));
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#[cfg(not(target_os = "linux"))]
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vd.set_launch_command(app.and_then(|a| a.cmd.clone()));
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// Serialize with the punktfunk/1 plane's IDD-push setup dance (Goal-1 §2.5). A GameStream
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// connect used to skip it entirely, so it could ADD/reconfigure the shared monitor while a
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// native session was mid-build (and vice versa), and its sealed-channel delivery would replace
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