The clients/apple scaffold is now a working macOS client, validated live against this
repo's host across the LAN: gamescope virtual output → NVENC HEVC → lumen/1 (GF(2¹⁶) FEC +
AES-GCM over UDP, QUIC control) → VideoToolbox → AVSampleBufferDisplayLayer at 720p60,
mouse/keyboard flowing back as QUIC datagrams into the host's gamescope EIS injector
(~3.7k events injected in one session).
LumenKit:
- LumenConnection: the predicted cbindgen compile fixes (C17 header spells the typedefs as
integers while the enum constants import as a distinct Swift type — bridge by rawValue);
close() is now safe from any thread (a close flag + pumpLock held across the blocking
poll enforce the C contract "never close with a next_au in flight"; flag prevents
lock-starvation by back-to-back polls).
- StreamView: per-pump cancellation token (reconnects can't double-pump), flush + re-gate
on the next in-band parameter sets when the layer fails, no stale enqueue after restart.
- InputCapture: fractional-delta accumulation (sub-pixel motion isn't truncated away),
pressed-state tracking with release-all on focus loss and stop() (nothing sticks down
host-side), global-singleton ownership guard (GC has one handler slot per process),
X1/X2 buttons, horizontal scroll, full keypad/CapsLock/ISO-102nd/PrintScreen/Menu VKs.
- LumenClient app shell (swift run LumenClient): connect form, fps/Mb-s HUD,
LUMEN_AUTOCONNECT/LUMEN_MODE for scripted first-light runs.
- Tests: Annex-B byte-level units; real-codec round trip (VTCompressionSession-encoded
HEVC rebuilt as the host's wire shape → AnnexB → VTDecompressionSession → pixels);
test-loopback.sh (Swift client vs a real local m3-host over loopback — the Swift twin of
c_abi_connection_roundtrip); RemoteFirstLightTests (full pipeline over the LAN).
Host/build fixes that fell out:
- The workspace builds on non-Linux again: gamestream audio (opus) and sendmmsg batching
are now platform-gated with stubs/fallback, per the crate's "compiles everywhere" rule.
- Horizontal scroll was inverted end-to-end: the injectors negated BOTH axes onto the
ei/wl axes, but GameStream's horizontal convention is positive = right
(moonlight-qt/Sunshine pass it through unnegated) — only vertical flips now. This also
un-inverts real Moonlight clients.
- AnnexB drops all zeros preceding a start code (trailing_zero_8bits padding), ffmpeg's
policy, instead of leaking them into the preceding NAL.
- build-xcframework.sh: deployment targets pinned to the package floor + an otool guard —
cargo does not fingerprint MACOSX_DEPLOYMENT_TARGET, so warm caches can silently ship
too-new minos objects.
Adversarially reviewed (5-dimension multi-agent pass, every finding refutation-verified):
14 confirmed findings, all fixed above; the send-while-polling core-contract gap flagged
here is closed by the lumen/1 session-planes work (&self pulls + per-plane borrow slots).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
gamescope runs its own EIS server and exports the socket to its children as LIBEI_SOCKET —
no portal involved. The gamescope backend now launches the nested app through a tiny shell
wrapper that relays that value to /tmp/lumen-gamescope-ei; the libei injector gains an
EiSource enum (Portal | SocketPathFile) and connects a UnixStream directly to gamescope's
socket (polling until the app has started), then runs the identical reis sender flow.
Backend::GamescopeEi is auto-selected when LUMEN_COMPOSITOR=gamescope
(LUMEN_INPUT_BACKEND=gamescope overrides).
Validated end-to-end: input-test against a headless gamescope running xev — 129
MotionNotify/KeyPress/ButtonPress events delivered into the nested X app ("Gamescope
Virtual Input" device bound, sender handshake + emulation working).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add a second input-injection backend that works on compositors implementing
the org.freedesktop.portal.RemoteDesktop interface (KWin, GNOME/Mutter), where
the wlroots virtual-input protocols are absent. Uses ashpd 0.13 to open a
RemoteDesktop session + EIS fd and reis 0.6.1 to drive it as an EI sender:
bind pointer/keyboard/scroll/button capabilities and, per device,
start_emulating → emit → frame. Runs on a dedicated thread with its own tokio
runtime (the portal session + EIS connection must stay alive and the event
stream must be polled continuously); open() returns immediately so a slow or
denied portal can never freeze the ENet control thread, with events enqueued
over an unbounded channel until devices resume.
Backend now auto-selects per session (inject::default_backend): wlr on Sway,
libei on KDE/GNOME; LUMEN_INPUT_BACKEND overrides. Refactor inject.rs into the
inject/{wlr,libei}.rs layout matching the capture/encode convention. Keyboard
codes are evdev (the same space our VK→evdev table produces) and the compositor
supplies the keymap, so no keymap upload and no modifier serialization — pressing
the modifier keys Moonlight sends is enough.
Add a `lumen-host input-test` subcommand that injects a scripted mouse+keyboard
pattern through the session backend, so input injection can be validated without
a Moonlight client.
Live-validated on headless KWin (Plasma 6.4): mouse motion, left click, and the
'A' key inject correctly and are delivered to the focused client.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>