fix(host): input follows session per-connect + restore-guard on desktop switch
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Two fixes from live Bazzite testing of the managed-Gaming + mid-stream work:

1. Input now FOLLOWS the active session. The host-lifetime injector was pinned to
   the first backend it opened and only reopened on an inject FAILURE — but with
   Feature A keeping the managed gamescope warm, its EIS socket stays alive, so a
   switch to the KDE desktop + reconnect kept injecting into the idle gamescope
   (input silently dead on KDE). injector_service_thread now compares the
   resolved input backend (default_backend() ← PUNKTFUNK_INPUT_BACKEND, set per
   connect by apply_input_env, and on a mid-stream switch) each event and reopens
   when it changes. Fixes input on a Gaming->Desktop reconnect AND Feature B's
   mid-stream input re-route, with no plumbing.

2. Debounced TV-restore no longer yanks you back to gaming. do_restore_tv_session
   now checks detect_active_session(): if a desktop session is active (the user
   switched), it tears down the idle managed gamescope but does NOT restart the
   gaming autologin. Observed live: the restore fired and restarted
   gamescope-session-plus@ogui-steam while the client was already on the KDE
   desktop.

Also: document PUNKTFUNK_SESSION_WATCH (Feature B opt-in) in the Bazzite host.env
and correct the managed-default description. Compiles, clippy/fmt clean, 78 tests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-14 23:14:36 +00:00
parent c5ee9871ec
commit f869b434ba
3 changed files with 37 additions and 5 deletions
+19 -3
View File
@@ -988,21 +988,36 @@ const INJECTOR_REOPEN_BACKOFF: std::time::Duration = std::time::Duration::from_s
/// sender have dropped (host shutdown), which drops the injector and closes its portal session.
fn injector_service_thread(rx: std::sync::mpsc::Receiver<InputEvent>) {
let mut injector: Option<Box<dyn crate::inject::InputInjector>> = None;
let mut open_backend: Option<crate::inject::Backend> = None;
let mut last_failed: Option<std::time::Instant> = None;
for ev in rx {
// The resolved input backend (PUNKTFUNK_INPUT_BACKEND, set per connect by apply_input_env,
// also on a 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 = crate::inject::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 {
let backend = crate::inject::default_backend();
match crate::inject::open(backend) {
match crate::inject::open(want) {
Ok(i) => {
tracing::info!(
?backend,
backend = ?want,
"punktfunk/1 input injector ready (host-lifetime)"
);
injector = Some(i);
open_backend = Some(want);
last_failed = None;
}
Err(e) => {
@@ -1018,6 +1033,7 @@ fn injector_service_thread(rx: std::sync::mpsc::Receiver<InputEvent>) {
// 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());
}
}
@@ -266,6 +266,19 @@ fn do_restore_tv_session() {
}
stop_session(SESSION_UNIT); // our gamescope/Steam session, so Steam is free for the autologin
*MANAGED_SESSION.lock().unwrap_or_else(|e| e.into_inner()) = None;
// Only bring the gaming autologin BACK if the box is still meant to be in gaming mode. If the
// user switched to a desktop session (KDE/GNOME/wlroots) in the meantime, don't yank them back
// to gaming — leave the desktop alone. (We still stopped our idle managed session above.)
use super::ActiveKind;
if matches!(
super::detect_active_session().kind,
ActiveKind::DesktopKde | ActiveKind::DesktopGnome | ActiveKind::DesktopWlroots
) {
tracing::info!(
"gamescope: a desktop session is active — not restoring the TV gaming session"
);
return;
}
for unit in units {
let _ = Command::new("systemctl")
.args(["--user", "start", &unit])
+5 -2
View File
@@ -1,8 +1,8 @@
# punktfunk host config for Bazzite (~/.config/punktfunk/host.env).
#
# The compositor + input backend are AUTO-DETECTED per connect from the ACTIVE session: the host
# follows the box as you flip between Steam Gaming Mode (gamescope — attached to the running
# session, no churn) and a KDE/GNOME Desktop (KWin/Mutter virtual output at the client's mode).
# follows the box as you flip between Steam Gaming Mode (gamescope — a managed session at the
# CLIENT's resolution) and a KDE/GNOME Desktop (KWin/Mutter virtual output at the client's mode).
# So nothing here forces a backend — only the trustworthy anchors stay.
XDG_RUNTIME_DIR=/run/user/1000
@@ -26,3 +26,6 @@ PUNKTFUNK_ZEROCOPY=1
# stays live on the panel, no Steam restart), set:
# PUNKTFUNK_GAMESCOPE_ATTACH=1
# PUNKTFUNK_GAMESCOPE_APP=steam -gamepadui # only for an ad-hoc bare-spawn fallback
#
# Follow a Gaming<->Desktop switch MID-STREAM (rebuild the backend in place, no reconnect):
# PUNKTFUNK_SESSION_WATCH=1