P4 of design/per-monitor-portal-capture.md. The pin was an env var read
once at startup, which a console picker can never write — so it becomes a
field of the display policy (orthogonal to presets, like game_session), and
`vdisplay::capture_monitor()` resolves env-over-policy: an appliance that
pinned in its unit's host.env stays pinned there, and a console click
cannot re-aim a machine whose operator already declared the answer.
Read per `open` rather than cached, so a picker change takes effect on the
next session instead of the next host restart. The host re-resolves the
input anchor on every policy write — including clearing it when the pin is
cleared, or a later virtual-display session inherits an anchor aimed at a
monitor it is not showing.
`with_manual_layout` carries the pin through like the other orthogonal
axes: without that, saving a display ARRANGEMENT would silently swap the
streamed screen back to virtual.
Console: a "Streamed screen" card listing the host's real monitors beside
"Virtual screen (default)", saving on selection. A disabled head is listed
but not selectable (so "why isn't it here?" has an answer), and an
env-pinned host renders read-only with the reason rather than offering
controls that silently lose to the environment.
Verified on GNOME/Mutter: pinning via the policy file alone (no env) routes
sessions to the mirror and anchors input; setting the env to a different
connector overrides it, exactly as documented.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The host knows what it launched and, after a disconnect, that it is counting
down to closing it. None of that was visible: the console showed a stream with
no game, and a game on its way to being closed was something you found out about
afterwards.
The Dashboard gains a running-game card above the session card — box art matched
against the catalog it already fetches, so no new endpoint and no request on the
2 s status poll. "End now" means the two different things the row's state
implies: a live game ends by stopping its session (what then happens to the game
follows the policy — stopping a session is not licence to close a game), while
one already waiting out its reconnect window has no session left to stop and is
ended directly.
The settings card sits next to the display keep-alive policy because that is the
same question one step out: keep-alive decides how long a *display* outlives a
disconnect, this decides whether the *game* does. The copy says plainly what
`always` costs, that a drop is not someone pressing Stop, and that a display kept
forever is unaffected either way — the precedence rule that would otherwise
surprise someone. Where a build enforces nothing (macOS, no launch path) the
controls are shown disabled rather than hidden: "does nothing here" is
information.
Also fixes the story fixtures, which had gone stale against the `games[]` field
Phase 1 added, and adds a story for the state the card exists for — a game whose
client walked away.
web: build + tsc clean, biome-formatted; en/de messages complete.
The Host page was crowded (identity, codecs, ports, GPU, displays, compositors) and the
virtual-display config surface is large enough to warrant its own home.
- New **Virtual displays** nav section: `/displays` route + `sections/Displays` (moved
DisplayCard out of `sections/Host`), a `MonitorPlay` sidebar entry after Host, and
`nav_displays` i18n. Removed the displays card from the Host page/view.
- On its own page the card splits into two: **Configuration** (presets + custom axes) and
**Live displays** (the live list + arrangement table) — room to breathe.
- Presets now render in a max-2-column grid (`sm:grid-cols-2`) with larger padding, a bigger
section heading + preset titles (text-base semibold), roomier spacing, and bottom-aligned
"what it sets" badges so the cards line up.
web tsc + vite build + biome-lint green; deployed + verified on the Mutter box (.21).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>