28 Commits

Author SHA1 Message Date
enricobuehler 71e1865519 fix(android): gate the latency overhaul behind an experimental toggle, default off
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android-screenshots / screenshots (push) Failing after 3m25s
The 27c53a4 low-latency overhaul regressed badly on some phones. Every piece
of it — decoder ranking, per-SoC vendor keys, the async decode loop, pipeline
thread boosts, the ADPF max-performance bias, game-tagged AAudio, DSCP marking,
the Wi-Fi low-latency lock, HDMI ALLM and the forced TV mode switch — now rides
the "Low-latency mode (experimental)" toggle, default OFF. Off restores the
pre-overhaul pipeline byte-for-byte: the sync poll loop, the platform-default
decoder, and the original format keys (standard low-latency + blind Qualcomm
twin + priority=0 + operating-rate=MAX together).

- New pref key (low_latency_mode_experimental): the old key shipped default-ON,
  so any install that ever saved settings persisted true — flipping the default
  under the old key would leave exactly the regressed devices stuck on.
- DSCP is applied at socket creation, so the toggle reaches the transport via
  NativeBridge.nativeSetLowLatencyMode → transport::set_dscp_default, called in
  the connect choke point before nativeConnect; the core DSCP default reverts
  to off everywhere.
- nativeStartAudio(handle, lowLatencyMode) gates AAudio usage=Game.
- VideoDecoders.pickDecoder now skips `.secure` decoder twins and decoders that
  require FEATURE_SecurePlayback: they need a secure surface, and a secure twin
  could out-score its plain sibling (only it advertising FEATURE_LowLatency),
  which black-screens a clear stream.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:18:59 +02:00
enricobuehler 0ea9c46d9f Merge remote-tracking branch 'origin/main'
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android / android (push) Successful in 4m56s
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ci / rust (push) Successful in 4m56s
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2026-07-06 20:02:48 +02:00
enricobuehler 0429e93167 fix(android): auto-wake opt-out + console glyphs default by form factor
An mDNS discovery miss was forcing connects through the Wake-on-LAN wait
even for a host that's already up; add a Settings toggle ("Auto-wake on
connect") that skips the mDNS-liveness gate and dials straight through
when off.

Also default the console UI's button glyphs by form factor instead of
always starting in TV-remote style: a phone/tablet only ever enters the
console UI via a real controller, so it should show gamepad glyphs from
the first frame, not a remote's select/back glyphs. TV keeps the remote
default.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-06 19:56:31 +02:00
enricobuehler 6e25b91b8e chore(release): regenerate openapi.json for 0.8.1
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android / android (push) Successful in 4m17s
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The 0.8.1 version bump (215a8aa) bumped Cargo.toml but not the generated
OpenAPI doc, leaving info.version stale at 0.8.0. Regenerated — version
string only, no API surface change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 17:43:06 +00:00
enricobuehler 05a6f39550 style: rustfmt drift from the native AMF SDK encoder
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The native AMF encoder (7649ccb) landed unformatted, failing CI's Format
step (and short-circuiting Clippy/Build/Test). Reformatted amf.rs with the
pinned rustfmt 1.96.0 — no functional change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 17:39:40 +00:00
enricobuehler 27d25b5f6d fix(client-linux): share one GamepadService across app activations
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`build_ui` (the GTK `activate` handler) started a fresh SDL3 gamepad
worker thread on every reactivation of the already-running singleton
(another --connect, the launcher clicked twice, ...). sdl3 only lets
the first thread ever to call sdl3::init() hold "main thread" status,
so every later activation's worker thread failed permanently with
"Cannot initialize `Sdl` from a thread other than the main thread",
silently disabling controller support for the rest of the process.

Start the GamepadService once in run() and clone it into build_ui
instead of starting a new one per activation.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-06 19:11:45 +02:00
enricobuehler f94978f820 feat(android): add higher bitrate options up to 500 Mbps
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Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-06 16:31:27 +00:00
enricobuehler 58d7b64978 Merge remote-tracking branch 'origin/main'
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2026-07-06 16:29:48 +00:00
enricobuehler b6f59f5000 fix(apple): resolve macOS modifiers by keyCode — Control was silently dropped
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Modifier keys arrive only as flagsChanged, and the direction was recovered
by diffing the device-dependent L/R bits (NX_DEVICE*KEYMASK) alone. Those
bits are undocumented and some keyboards omit them (only the class bit,
e.g. NX_CONTROLMASK, is set), so the diff saw no transition and the key
never reached the host — no Ctrl shortcuts. SDL/Moonlight key off the
event's keyCode for exactly this reason; do the same: keyCode names the
changed key, the class bit says up, the device bits (when present) pick
the side, and a tracked-held-state flip covers keyboards without them.

PUNKTFUNK_INPUT_DEBUG=1 now also logs every flagsChanged (keyCode + raw
flags) so a field report is diagnosable from client logs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 18:29:40 +02:00
enricobuehler a041b0aa96 fix(host): stop force-disabling zero-copy on Mutter+NVIDIA by default
apply_session_env unconditionally forced PUNKTFUNK_FORCE_SHM=1 for every
GNOME/Mutter session, added 2026-06-14 after a same-day stale-frame bug hunt
found Mutter has no implicit dmabuf fence on NVIDIA. That override silently
contradicted the documented "zero-copy is on by default for all Linux GPU
backends" behavior and left Mutter+NVIDIA hosts on the slower CPU/SHM path
unconditionally, with no way to opt back in.

Live retesting (192.168.1.21, RTX 5070 Ti, real client with cursor
movement/window drag/typing — the historical trigger) shows no visible
staleness with the override removed. Drop the automatic force; PUNKTFUNK_FORCE_SHM
stays as a manual escape hatch for anyone who does hit flashing/stale frames
on a Mutter+NVIDIA host.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-06 16:04:25 +00:00
enricobuehler 7649ccb66b feat(host): native AMF SDK encoder for Windows AMD — drop libavcodec
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Direct-SDK AMF encoder (encode/windows/amf.rs), the AMD analogue of the
direct-NVENC path, replacing the libavcodec *_amf dispatch. C-vtable FFI
pinned to AMF headers v1.4.36, runtime-loaded from the driver's amfrt64.dll
(no build feature, no new dependency) exactly as NVENC loads its DLL.

- AVC/HEVC (SDR NV12 + 10-bit HDR P010) and AV1 (RDNA3+, probed); a bounded
  poll retires the libavcodec ~2-frame output hold; native in-place reset().
- Intra-refresh wave (PUNKTFUNK_INTRA_REFRESH), in-band HDR mastering/CLL
  metadata (*InHDRMetadata -> HEVC SEI / AV1 OBU), and a native codec probe
  feeding the GameStream advertisement (windows_backend_is_ffmpeg ->
  windows_backend_is_probed).
- AMD dispatch / advertisement / 4:4:4 are native-only; the libavcodec AMF
  fallback and the PUNKTFUNK_AMF_FFMPEG hatch are removed. FFmpeg serves QSV
  only (its AMF path retained solely as the latency A/B comparator).
- Overload back-pressure: submit bounds in-flight surfaces below the input
  ring, draining finished AUs (buffered for poll, FIFO-preserved) to free a
  slot and retry on AMF_INPUT_FULL instead of tearing the encoder down and
  forcing an IDR; this also closes a latent ring-overwrite corruption seen
  under load on-glass.

Validated on the lab Ryzen iGPU (AMF runtime 1.4.37): HEVC/AVC across a
native reset, HEVC Main10 mastering+CLL SEIs byte-verified, intra-refresh
accepted, a backpressure burst FIFO-clean, and end-to-end via the macOS
client. Measured §5.2 latency A/B: native encode_us p50 ~5 ms (0.31 frame
periods) vs libavcodec ~17 ms (1.01). 4:4:4 stays unsupported (VCN hardware
limit). Live-gated tests skip cleanly on non-AMD boxes.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 17:33:23 +02:00
enricobuehler efb49c5afd feat(windows-client): WOL wait-until-up + IP re-key (Apple/Android parity)
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Like the Linux client, the Windows client had WOL send + MAC storage + a Wake
action + fire-and-forget auto-wake, but no poll-until-up + IP re-key. Add the
polished flow (mirrors Apple HostWaker + the request_access screen pattern):

- connect::wake_and_connect — send the magic packet, show a cancelable
  Screen::Waking busy page, poll discovery::browse() until the host reappears
  (re-sending every 6 s, 90 s budget), then dial; re-key the saved host
  (KnownHosts::upsert) if it woke on a new IP.
- Screen::Waking + waking_page, routed in app/mod.rs (mirrors RequestAccess).
- the saved-host tile routes an offline-with-MAC tap to wake_and_connect;
  MENU_WAKE stays a pure send-only button.

Reviewed against the request_access reference — DiscoveredHost/KnownHost/Target
types, the widgets, .call()/.lock(), and the initiate signature all match;
compile-verified by Windows CI (no local Windows toolchain).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 13:50:51 +00:00
enricobuehler a5254c8798 feat(linux-client): WOL wait-until-up + IP re-key (Apple/Android parity)
The Linux client already had WOL send + MAC storage + a Wake action + auto-wake-
on-connect, but the auto-wake just fired a packet and did one dial to the stored
address — so a host that woke on a new DHCP lease failed, and there was no
"waiting" feedback. Add the polished flow (mirrors Apple/Android HostWaker):

- ui_trust::wake_and_connect — send the magic packet, poll mDNS until the host
  reappears (re-sending every 6 s, 90 s budget) behind a cancelable "Waking…"
  dialog, then connect; if it woke on a new IP, re-key the saved host first.
- trust::rekey_addr — no-churn addr/port update keyed by fingerprint.
- the hosts page routes an offline saved-host-with-MAC tap to on_wake_connect
  (the new flow) instead of fire-and-forget wake + immediate dial.

Builds + clippy + fmt clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 13:47:37 +00:00
enricobuehler 6081502949 feat(clients): signal explicit exit (QUIT_CLOSE_CODE) on deliberate disconnect
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The core's deliberate-quit close (NativeClient::disconnect_quit → QUIT_CLOSE_CODE,
host skips the keep-alive linger) was implemented but never called by any client.
Wire it to each client's explicit user-disconnect action — NOT to a network drop /
host-ended / app-background (those keep the linger for a reconnect):

- core: new C-ABI punktfunk_connection_disconnect_quit(c) for the ABI clients
- Linux (direct-core): Ctrl+Alt+Shift+D + the controller escape chord
- Windows (direct-core): Ctrl+Alt+Shift+D
- Apple (C-ABI): PunktfunkConnection.disconnectQuit() + a `deliberate` flag on
  SessionModel.disconnect() (sessionEnded passes false → keeps the linger)
- Android (JNI): new nativeDisconnectQuit export, called from the back gesture +
  the Select+Start+L1+R1 chord (not the host-gone watchdog)
- probe already did this via --quit (b71dc94)

Verified: core + Linux client + Android (cargo-ndk + gradle) build clean;
Windows/Apple compile-checked by CI.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 13:37:45 +00:00
enricobuehler a2723e34a1 style: rustfmt drift from the AMF/watchdog commits
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`cargo fmt --all --check` (a CI gate) failed on main: config.rs (the new
`zerocopy: val(...).map { !matches!(...) }` from 8fb1264) and punktfunk1.rs
(the `reset_stalled_encoder` conditions from 06d594b) were left unwrapped by
the pinned rustfmt. Pure reformat, no semantic change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 13:00:23 +00:00
enricobuehler 8df6d07cc6 fix(android): launch games from the library
The library browser was browse-only — the A button (and a tap) did nothing.
Wire it to connect + boot straight into the selected title: thread a `launch`
id (the store-qualified library id `steam:<appid>` / `custom:<id>`) through
nativeConnect → NativeClient's Hello.launch (was hardcoded None), add a shared
connectToHost() the ConnectScreen and the library launcher both use, and have
LibraryScreen dial the host with launch=game.id on A / tap — with a launching
overlay + an "A Launch" hint. Verified: native compiles (cargo-ndk arm64),
app+kit Kotlin compiles (gradle, 3 ABIs).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 12:59:39 +00:00
enricobuehler 2c1bb4de93 docs(design): native AMF encoder handoff — drop ffmpeg for AMF, keep for QSV
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Design + decision record for replacing the libavcodec *_amf path with a
direct AMF SDK encoder (encode/windows/amf.rs, the AMD analogue of the direct
NVENC path). Motivation is measured, not speculative: the libavcodec wrapper
structurally holds ~2 frames (36 ms p50 at 720p60 on VCN, un-tunable), driver
wedges surface as forever-EAGAIN instead of typed AMF_RESULTs, and
intra-refresh / in-band HDR SEI are inexpressible through it. Covers the C
vtable FFI strategy (amfrt64.dll runtime-load, FFmpeg amfenc.c and OBS
texture-amf.cpp as references), bounded-poll retrieval, the property table,
watchdog/reset interplay, exact dispatch seams, a lab-iGPU validation plan
with today's zero-copy baselines, and three phases ending with the ffmpeg-AMF
arm deleted (FFmpeg stays QSV-only).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 14:36:55 +02:00
enricobuehler 8fb126482e feat(host): default the Windows AMF encode input to zero-copy D3D11
On-glass A/B on the Ryzen 7000 iGPU (1080p120 HDR P010, hevc_amf,
PUNKTFUNK_PERF stage split): the system-memory readback costs the encode
thread 2.7-2.9 ms p50 (6.6 ms p99) per frame in submit; the zero-copy D3D11
pool path does the same work in 0.26 ms p50 (0.5 ms p99) — and on an iGPU the
readback also burns the shared memory bandwidth the game needs. The docs-site
already promised "on by default ... D3D11 on Windows" since the Linux flip
(2f9e61d was Linux-only); the Windows code now delivers it.

PUNKTFUNK_ZEROCOPY becomes a tri-state override: unset defers to a per-vendor
default in zerocopy_enabled(vendor) — ON for AMF (validated above; open
failures still fall back to system-memory readback), OFF for QSV until it is
validated on Intel glass (the fallback only catches *setup* errors; a QSV
derive that opens but maps wrong would corrupt silently, so probe-never-assume
applies). Explicit values force either way: 0|false|off|no = readback,
anything else = zero-copy, so the old presence-style =1 keeps working.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 14:36:43 +02:00
enricobuehler 06d594bc2a fix(host): encode-stall watchdog — heal the silent AMF/QSV freeze in place
Field reports: Windows AMD/Intel streams freeze after ~3-5 min regardless of
desktop activity. Root cause: the libavcodec AMF/QSV poll is non-blocking
(EAGAIN -> Ok(None)), and the encode loop's drain treated None as benign
without popping `inflight` — a wedged driver (QueryOutput stops producing)
meant frames kept being submitted, inflight grew unboundedly, no AU ever
reached the send thread, and nothing logged: a silent permanent freeze. The
input-side twin: once libavcodec's one-frame buffer fills, avcodec_send_frame
EAGAINs and the submit `?` killed the whole session.

Add `Encoder::reset()` (in-place encoder rebuild; implemented for AMF/QSV by
dropping the wedged libavcodec encoder so the next submit re-opens it on the
current device, forced IDR) and an encode-stall watchdog in the stream loop:
trip on a poll error, on no AU within max(2 s, 8 frame intervals) while frames
are owed, or on an owed backlog worth more than the window's frames (the
slow-leak latency-runaway form). Recovery is a bounded (5 consecutive, cleared
by any delivered AU) in-place rebuild + forced IDR — a logged ~one-second
hiccup instead of a dead stream; exhaustion or a reset-less backend still
fails the session with a clear error. Submit failures route through the same
bounded recovery. The three existing pipeline-rebuild paths (session switch,
mode switch, capture loss) now also clear the stale in-flight records that
pointed at the dropped encoder.

Backends whose poll blocks (direct NVENC sync, software) can't false-trip:
they never return Ok(None) mid-stream and drain inflight below depth each
tick. Validated: clippy -D warnings (nvenc,amf-qsv), 191 host tests, synthetic
E2E 300/300 frames, and an on-glass AMD iGPU session (1080p120 HDR hevc_amf).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 14:36:29 +02:00
enricobuehler 39889c3102 fix(host): silence write-only cur_node_id on non-Linux encoder builds
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cur_node_id (the capture 5-tuple's node id, added for the Linux dedicated-
game-exit check) is read only under #[cfg(target_os = "linux")], so on the
Windows nvenc/amf-qsv build it was assigned but never read — failing
`clippy -D warnings`. Read it on non-Linux platforms (the `let _ = &launch`
idiom already used in this file).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 10:49:45 +00:00
enricobuehler 215a8aa9dc chore(release): bump workspace version to 0.8.1
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Release 0.8.1: game-mode + dedicated game sessions, zero-copy GPU import
process-isolation (and zero-copy on by default on all backends), user-defined
custom display presets, and a physical-monitor refresh-preservation fix.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 10:38:14 +00:00
enricobuehler 2f9e61d191 feat(host): enable GPU zero-copy by default on all backends
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Now that the per-capture worker subprocess makes an NVENC EGL/CUDA driver
fault survivable (design/zerocopy-worker-isolation.md), the reason the NVENC
zero-copy path stayed opt-in is gone. zerocopy::enabled() now defaults ON for
both GPU backends (was ON VAAPI / OFF NVENC). Fallbacks are intact: VAAPI's
one-shot CPU auto-downgrade (VAAPI-gated, never trips for NVENC) and NVENC's
per-capture fallback + worker-death latch.

Reframe the shipped host.env examples and setup guides to rely on the default
rather than force PUNKTFUNK_ZEROCOPY=1 (an explicit =1 skips the VAAPI
auto-downgrade).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 10:33:43 +00:00
enricobuehler a947f48d29 fix(host): preserve a physical monitor's refresh when adding a virtual display
Connecting reset an existing physical monitor's refresh (e.g. 120->60 Hz)
because the topology code read the physical's mode AFTER the virtual output
perturbed the compositor layout — by which point it had already been
downgraded. Read/preserve each physical's mode from a pre-connect snapshot.

- Mutter: build_primary_keeping_physicals takes the pre-virtual snapshot and
  preserves each physical's real mode (pick_keep_mode, unit-tested)
- KWin: capture each output's mode when disabling for exclusive, re-assert it
  on re-enable (a bare enable defaulted to ~60 Hz)
- Windows: skip the refresh-resetting SDC_TOPOLOGY_EXTEND when a physical is
  already active

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 10:33:43 +00:00
enricobuehler a4f81dec48 feat(host): user-defined custom display presets
Save named bundles of the display-management policy (the six behavior axes
plus the game-session axis) as custom presets, alongside the built-ins. A
custom preset is data — stored in <config>/display-presets.json — not a Preset
enum variant, so DisplayPolicy::effective() stays pure and the built-in set is
untouched; applying one writes a Custom policy via the existing PUT
/display/settings.

- policy.rs: CustomPreset/CustomPresetInput + load/add/update/delete store
- mgmt.rs: GET/POST /display/presets + PUT/DELETE /display/presets/{id},
  surfaced on GET /display/settings
- web console: custom-preset cards with save-as / edit / delete + i18n
- regenerated api/openapi.json; docs

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 10:33:43 +00:00
enricobuehler 077d8f85ca feat(host): isolate the zero-copy GPU import in a worker process
The tiled EGL/GL→CUDA import crashed the whole host (SIGSEGV inside
libnvidia-eglcore via cuGraphicsMapResources) when the compositor
invalidated an imported dmabuf mid-map — reproduced on the Bazzite F44
Game→Desktop switch (design/zerocopy-hardening-handoff.md). A driver
SIGSEGV is uncatchable in-process, so the whole EglImporter (tiled
EGL/GL→CUDA and LINEAR Vulkan→CUDA) now runs in a per-capture
`zerocopy-worker` subprocess: dmabuf fds go over a SEQPACKET socketpair
(SCM_RIGHTS, sent once per buffer keyed by dmabuf st_ino; NeedFd resend
self-heals cache desync), frames come back as CUDA-IPC pooled device
buffers (still zero-copy, +one socket RTT/frame). Worker death poisons
the capturer so the existing capture-loss rebuild runs — the host
survives; 3 consecutive deaths latch the GPU import off (CPU/SHM path).
PUNKTFUNK_ZEROCOPY_INPROC=1 keeps the old in-process import for
debugging/A-B.

Also fixed along the way: a failed *tiled* import no longer falls
through to the CPU mmap de-pad (which scrambled tiled bytes; LINEAR
keeps the fallback); Nv12Blit dropped its GL textures while still
CUDA-registered (unregister now runs first); GlBlit had no Drop at all
(GL objects leaked per size change); VkBridge's per-fd src cache is now
invalidated on renegotiation/eviction instead of never.

Design: design/zerocopy-worker-isolation.md. Unit tests: 14 new
(protocol fd-passing, worker dispatch, client handshake/death/NeedFd,
death latch). On-glass validated on the RTX 5070 Ti/GNOME box (.21):
the worker path streams at p50 1.30 ms (NV12, 1800 frames 0-mismatched,
parity with the in-process path), and a kill -9 of the worker
mid-stream is survived by the host and recovered — poison -> capture
lost, rebuilding pipeline in place -> a fresh worker in ~185 ms ->
streaming resumes (2385 frames, 0 mismatched). A real KWin
compositor-crash repro is still pending (a worker kill -9 is strictly
harsher, so it corroborates).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 10:33:43 +00:00
enricobuehler 07d46f865c docs: zero-copy EGL/CUDA capture-crash hardening handoff
Describes a reproduced host SIGSEGV in cuGraphicsMapResources (inside
libnvidia-eglcore), reached via zerocopy::cuda / zerocopy::egl on the tiled
EGL/GL->CUDA capture path, when the KWin dmabuf is invalidated mid-map (observed
on .181 during a Game->Desktop switch under zero-copy, with the compositor itself
crashing). Pre-existing capture-layer issue, not the gamemode work. Issue
description + root cause + solution-space considerations only -- the next agent
plans the implementation.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 10:33:43 +00:00
enricobuehler 1271fd5ea2 feat(host): game-mode integration + dedicated game sessions
Implements design/gamemode-and-dedicated-sessions.md (Parts A1-A5 + B0-B2):
reconciles the merged display-management registry with session-mobile
Bazzite/SteamOS hosts and adds a per-launch dedicated gamescope mode.

- A1 DisplayOwnership {Owned,External,SessionManaged} + poolable_now(): the
  registry pools only what it owns, so gamescope managed/attach outputs are no
  longer double-owned by the registry AND the gamescope restore worker (fixes
  the game-mode-reconnect stale-node wedge).
- A2 validated reuse: (backend,mode,launch,epoch) reuse key + kept_display_alive
  liveness probe + reused_gen/mark_failed on a reused-display first-frame failure.
- A3 policy-driven managed restore (keep_alive replaces the hardcoded 5s debounce;
  forever = held = gaming-rig truthful) + crash-restore persist + SIGKILL teardown
  (kill_unit, applied to our transient unit AND the autologin stop -- validated
  live on .181 to avoid the F44 GPU-context leak).
- A4 session epoch: observe_session_instance bumps the epoch + invalidate_backend
  on a desktop-compositor instance change; gamescope spawns are exempt.
- A5 per-spawn log + PID-scoped gamescope node discovery.
- B0 game_session {auto,dedicated} policy (top-level, preset-orthogonal) +
  pick_gamescope_mode dedicated_launch + steam -silent command shaping.
- B1 free the autologin Steam before a dedicated Steam spawn (single-instance).
- B2 game-exit -> APP_EXITED_CLOSE_CODE (0x52) clean session end.

Adversarially reviewed (11 findings fixed). Validated on glass (.181 Bazzite F44,
RTX 4090): dedicated spawn streams a real game smoothly; keep-alive reuse; the
SIGKILL fix avoids the F44 vkCreateDevice leak. Workspace green
(build / test --workspace / clippy -D warnings / fmt), OpenAPI + C header
regenerated, web console tsc + vite build green. clients/probe: bump the
no-video timeout 8s->45s for gamescope cold starts.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 10:33:43 +00:00
enricobuehler 42b45113a9 fix(android): pass dropped streams through to the ui
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+9 -9
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@@ -2129,7 +2129,7 @@ dependencies = [
[[package]] [[package]]
name = "latency-probe" name = "latency-probe"
version = "0.8.0" version = "0.8.1"
[[package]] [[package]]
name = "lazy_static" name = "lazy_static"
@@ -2261,7 +2261,7 @@ checksum = "0ceec5bc11778974d1bcb055b18002eba7f4b3518b6a0081b3af5f21666da9ad"
[[package]] [[package]]
name = "loss-harness" name = "loss-harness"
version = "0.8.0" version = "0.8.1"
dependencies = [ dependencies = [
"punktfunk-core", "punktfunk-core",
] ]
@@ -2908,7 +2908,7 @@ dependencies = [
[[package]] [[package]]
name = "punktfunk-client-android" name = "punktfunk-client-android"
version = "0.8.0" version = "0.8.1"
dependencies = [ dependencies = [
"android_logger", "android_logger",
"jni", "jni",
@@ -2922,7 +2922,7 @@ dependencies = [
[[package]] [[package]]
name = "punktfunk-client-linux" name = "punktfunk-client-linux"
version = "0.8.0" version = "0.8.1"
dependencies = [ dependencies = [
"anyhow", "anyhow",
"async-channel", "async-channel",
@@ -2945,7 +2945,7 @@ dependencies = [
[[package]] [[package]]
name = "punktfunk-client-windows" name = "punktfunk-client-windows"
version = "0.8.0" version = "0.8.1"
dependencies = [ dependencies = [
"anyhow", "anyhow",
"async-channel", "async-channel",
@@ -2968,7 +2968,7 @@ dependencies = [
[[package]] [[package]]
name = "punktfunk-core" name = "punktfunk-core"
version = "0.8.0" version = "0.8.1"
dependencies = [ dependencies = [
"aes-gcm", "aes-gcm",
"bytes", "bytes",
@@ -2999,7 +2999,7 @@ dependencies = [
[[package]] [[package]]
name = "punktfunk-host" name = "punktfunk-host"
version = "0.8.0" version = "0.8.1"
dependencies = [ dependencies = [
"aes", "aes",
"aes-gcm", "aes-gcm",
@@ -3071,7 +3071,7 @@ dependencies = [
[[package]] [[package]]
name = "punktfunk-probe" name = "punktfunk-probe"
version = "0.8.0" version = "0.8.1"
dependencies = [ dependencies = [
"anyhow", "anyhow",
"mdns-sd", "mdns-sd",
@@ -3085,7 +3085,7 @@ dependencies = [
[[package]] [[package]]
name = "punktfunk-tray" name = "punktfunk-tray"
version = "0.8.0" version = "0.8.1"
dependencies = [ dependencies = [
"anyhow", "anyhow",
"ksni", "ksni",
+1 -1
View File
@@ -17,7 +17,7 @@ members = [
exclude = ["packaging/linux/steam-deck-gadget/usbip-poc"] exclude = ["packaging/linux/steam-deck-gadget/usbip-poc"]
[workspace.package] [workspace.package]
version = "0.8.0" version = "0.8.1"
edition = "2021" edition = "2021"
rust-version = "1.82" rust-version = "1.82"
license = "MIT OR Apache-2.0" license = "MIT OR Apache-2.0"
+298 -1
View File
@@ -10,7 +10,7 @@
"name": "MIT OR Apache-2.0", "name": "MIT OR Apache-2.0",
"identifier": "MIT OR Apache-2.0" "identifier": "MIT OR Apache-2.0"
}, },
"version": "0.7.4" "version": "0.8.1"
}, },
"paths": { "paths": {
"/api/v1/clients": { "/api/v1/clients": {
@@ -190,6 +190,237 @@
} }
} }
}, },
"/api/v1/display/presets": {
"get": {
"tags": [
"display"
],
"summary": "List the saved custom presets",
"description": "The operator's named field-bundles (`display-presets.json`). These also ride the\n`GET /display/settings` response (`custom_presets`), so the console rarely needs this directly.",
"operationId": "listCustomPresets",
"responses": {
"200": {
"description": "The saved custom presets",
"content": {
"application/json": {
"schema": {
"type": "array",
"items": {
"$ref": "#/components/schemas/CustomPreset"
}
}
}
}
},
"401": {
"description": "Missing or invalid bearer token",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
}
}
},
"post": {
"tags": [
"display"
],
"summary": "Save a custom preset",
"description": "Stores a named bundle of the display-behavior axes (+ the game-session axis) the operator can\napply later. The host assigns a stable id, returned in the body. Applying a preset is a\n`PUT /display/settings` with a `Custom` policy carrying its `fields` — no separate apply route.",
"operationId": "createCustomPreset",
"requestBody": {
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/CustomPresetInput"
}
}
},
"required": true
},
"responses": {
"201": {
"description": "Preset created",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/CustomPreset"
}
}
}
},
"400": {
"description": "Empty name",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
},
"401": {
"description": "Missing or invalid bearer token",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
},
"500": {
"description": "Could not persist the catalog",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
}
}
}
},
"/api/v1/display/presets/{id}": {
"put": {
"tags": [
"display"
],
"summary": "Update a custom preset",
"operationId": "updateCustomPreset",
"parameters": [
{
"name": "id",
"in": "path",
"description": "The custom preset id",
"required": true,
"schema": {
"type": "string"
}
}
],
"requestBody": {
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/CustomPresetInput"
}
}
},
"required": true
},
"responses": {
"200": {
"description": "Preset updated",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/CustomPreset"
}
}
}
},
"400": {
"description": "Empty name",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
},
"401": {
"description": "Missing or invalid bearer token",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
},
"404": {
"description": "No custom preset with that id",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
},
"500": {
"description": "Could not persist the catalog",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
}
}
},
"delete": {
"tags": [
"display"
],
"summary": "Delete a custom preset",
"description": "Removes it from the catalog. The active policy is untouched — if this preset was the one applied,\nthe running behavior stays exactly as it was (the catalog and `display-settings.json` are decoupled).",
"operationId": "deleteCustomPreset",
"parameters": [
{
"name": "id",
"in": "path",
"description": "The custom preset id",
"required": true,
"schema": {
"type": "string"
}
}
],
"responses": {
"204": {
"description": "Preset deleted"
},
"401": {
"description": "Missing or invalid bearer token",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
},
"404": {
"description": "No custom preset with that id",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
},
"500": {
"description": "Could not persist the catalog",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
}
}
}
},
"/api/v1/display/release": { "/api/v1/display/release": {
"post": { "post": {
"tags": [ "tags": [
@@ -2220,6 +2451,52 @@
} }
} }
}, },
"CustomPreset": {
"type": "object",
"description": "A user-defined named preset: a saved bundle of the six display-behavior axes (exactly what a\nbuilt-in [`Preset`] expands to) plus the orthogonal game-session axis, that the operator names\nand applies from the console.\n\nUnlike the built-in [`Preset`]s (a closed enum), custom presets are **data** — a catalog stored in\n`<config>/display-presets.json`. Applying one writes a `Custom` [`DisplayPolicy`] carrying these\nfields (the console reuses `PUT /display/settings`), so [`DisplayPolicy::effective`] stays pure and\nthe built-in set is never touched. The catalog is decoupled from the active `display-settings.json`:\nediting or deleting a preset never mutates the running policy (re-apply to adopt a change).",
"required": [
"id",
"name",
"fields"
],
"properties": {
"fields": {
"$ref": "#/components/schemas/EffectivePolicy",
"description": "The six display-behavior axes this preset applies (the same shape a built-in preset expands to)."
},
"game_session": {
"$ref": "#/components/schemas/GameSession",
"description": "The game-session routing this preset applies (orthogonal to the six axes; see [`GameSession`]).\nA custom preset captures the operator's *full* setup, so — unlike a built-in preset — applying\none does set this axis."
},
"id": {
"type": "string",
"description": "Host-assigned, stable for the life of the entry (the `{id}` in the CRUD path)."
},
"name": {
"type": "string",
"description": "User-facing name shown on the preset card; editable."
}
}
},
"CustomPresetInput": {
"type": "object",
"description": "Request body to create or replace a custom preset (no `id` — the host owns it).",
"required": [
"name",
"fields"
],
"properties": {
"fields": {
"$ref": "#/components/schemas/EffectivePolicy"
},
"game_session": {
"$ref": "#/components/schemas/GameSession"
},
"name": {
"type": "string"
}
}
},
"DisplayLayoutRequest": { "DisplayLayoutRequest": {
"type": "object", "type": "object",
"description": "Request body for `setDisplayLayout`: per-identity-slot desktop offsets, keyed by the identity-slot\nid as a string (the same id `/display/state` reports as `identity_slot`).", "description": "Request body for `setDisplayLayout`: per-identity-slot desktop offsets, keyed by the identity-slot\nid as a string (the same id `/display/state` reports as `identity_slot`).",
@@ -2240,6 +2517,10 @@
"type": "object", "type": "object",
"description": "The user-facing display-management policy — what `display-settings.json` holds and what the mgmt\nAPI GETs/PUTs. When [`preset`](Self::preset) is not [`Preset::Custom`] the explicit fields are\nignored (the console writes one or the other); [`effective`](Self::effective) resolves both to a\nsingle [`EffectivePolicy`].", "description": "The user-facing display-management policy — what `display-settings.json` holds and what the mgmt\nAPI GETs/PUTs. When [`preset`](Self::preset) is not [`Preset::Custom`] the explicit fields are\nignored (the console writes one or the other); [`effective`](Self::effective) resolves both to a\nsingle [`EffectivePolicy`].",
"properties": { "properties": {
"game_session": {
"$ref": "#/components/schemas/GameSession",
"description": "How a game-launching session is served (`design/gamemode-and-dedicated-sessions.md` §5.2).\nOrthogonal to `preset`/lifecycle — preserved across preset changes; `#[serde(default)]` = `Auto`\nso existing `display-settings.json` files are untouched."
},
"identity": { "identity": {
"$ref": "#/components/schemas/Identity" "$ref": "#/components/schemas/Identity"
}, },
@@ -2280,6 +2561,7 @@
"configured", "configured",
"effective", "effective",
"presets", "presets",
"custom_presets",
"enforced" "enforced"
], ],
"properties": { "properties": {
@@ -2287,6 +2569,13 @@
"type": "boolean", "type": "boolean",
"description": "True once a `display-settings.json` exists (the console has configured this host)." "description": "True once a `display-settings.json` exists (the console has configured this host)."
}, },
"custom_presets": {
"type": "array",
"items": {
"$ref": "#/components/schemas/CustomPreset"
},
"description": "The operator's saved custom presets (`display-presets.json`) — named field-bundles rendered\nalongside the built-ins. Managed via `POST/PUT/DELETE /display/presets`; applied by writing a\n`Custom` policy carrying the preset's fields."
},
"effective": { "effective": {
"$ref": "#/components/schemas/EffectivePolicy", "$ref": "#/components/schemas/EffectivePolicy",
"description": "The effective (preset-expanded) policy currently in force." "description": "The effective (preset-expanded) policy currently in force."
@@ -2399,6 +2688,14 @@
} }
} }
}, },
"GameSession": {
"type": "string",
"description": "How a session that **launches a game** (a library id on the Hello / apps.json / Decky pin) is\nserved (`design/gamemode-and-dedicated-sessions.md` §5.2). Orthogonal to the preset/lifecycle axes\n— a top-level [`DisplayPolicy`] field, NOT part of [`EffectivePolicy`], so a preset never clobbers\nit. Linux-only in effect (a launching Windows session opens into the one desktop).",
"enum": [
"auto",
"dedicated"
]
},
"GpuState": { "GpuState": {
"type": "object", "type": "object",
"description": "Full GPU-selection state for the console: inventory, the persisted preference, what the next\nsession will use, and what is in use right now.", "description": "Full GPU-selection state for the console: inventory, the persisted preference, what the next\nsession will use, and what is in use right now.",
@@ -208,6 +208,8 @@ fun GamepadShell(
GamepadScreen.Library -> libraryHost?.let { host -> GamepadScreen.Library -> libraryHost?.let { host ->
LibraryScreen( LibraryScreen(
host = host, host = host,
settings = settings,
onLaunched = onConnected,
onBack = { screen = GamepadScreen.Home; libraryHost = null }, onBack = { screen = GamepadScreen.Home; libraryHost = null },
navActive = s == screen, navActive = s == screen,
) )
@@ -63,9 +63,6 @@ import kotlinx.coroutines.Dispatchers
import kotlinx.coroutines.launch import kotlinx.coroutines.launch
import kotlinx.coroutines.withContext import kotlinx.coroutines.withContext
/** Handshake budget for a normal connect (the prior hardcoded value, now passed explicitly). */
private const val CONNECT_TIMEOUT_MS = 10_000
/** /**
* Handshake budget for the no-PIN "request access" connect. Must exceed the host's approval-park * Handshake budget for the no-PIN "request access" connect. Must exceed the host's approval-park
* window (~180 s) so a slow operator approval still lands on this same parked connection rather than * window (~180 s) so a slow operator approval still lands on this same parked connection rather than
@@ -181,25 +178,10 @@ fun ConnectScreen(
// it survives a DHCP address change; else by address:port). Mirrors the Apple client. // it survives a DHCP address change; else by address:port). Mirrors the Apple client.
val discoveredUnsaved = discovered.filter { dh -> savedHosts.none { it.matches(dh) } } val discoveredUnsaved = discovered.filter { dh -> savedHosts.none { it.matches(dh) } }
// The one place the full nativeConnect is issued (shared by the normal connect and the // Issue the native connect (shared by the normal connect and the request-access path). A plain
// request-access path), including the HDR/gamepad derivation both need. // desktop connect (no library launch) — the library launcher calls [connectToHost] with an id.
suspend fun connectNative(id: ClientIdentity, targetHost: String, targetPort: Int, pinHex: String, timeoutMs: Int): Long { suspend fun connectNative(id: ClientIdentity, targetHost: String, targetPort: Int, pinHex: String, timeoutMs: Int): Long =
// Advertise HDR only when the user enabled it AND this device's display can present it connectToHost(context, settings, id, targetHost, targetPort, pinHex, launch = null, timeoutMs = timeoutMs)
// (else the host sends a proper SDR stream rather than PQ the panel would mis-tone-map).
val hdrEnabled = settings.hdrEnabled && displaySupportsHdr(context)
// "Automatic" resolves to a concrete pad type from the connected controller's VID/PID
// (Android exposes no controller-type enum) — parity with the Linux/Apple clients. An
// explicit choice is passed through unchanged.
val gamepadPref = Gamepad.resolvePref(settings.gamepad)
return withContext(Dispatchers.IO) {
NativeBridge.nativeConnect(
targetHost, targetPort, w, h, hz,
id.certPem, id.privateKeyPem, pinHex,
settings.bitrateKbps, settings.compositor, gamepadPref,
hdrEnabled, settings.audioChannels, settings.preferredCodec(), timeoutMs,
)
}
}
// The actual dial (identity already ready). On a TOFU connect (pinHex null), pin the fingerprint // The actual dial (identity already ready). On a TOFU connect (pinHex null), pin the fingerprint
// the host presented (as an unpaired known host) so the next connect goes straight through and it // the host presented (as an unpaired known host) so the next connect goes straight through and it
@@ -230,11 +212,12 @@ fun ConnectScreen(
} }
} }
// Wake-aware connect. If the target is a saved host with a learned MAC that ISN'T currently // Wake-aware connect. If auto-wake is on (Settings.autoWakeEnabled) and the target is a saved
// advertising (asleep/off), wake it and WAIT for it to reappear on mDNS (WakeController shows the // host with a learned MAC that ISN'T currently advertising (asleep/off, or just missing from
// "Waking…" overlay) before dialing — discovery stays running meanwhile so we can see it come // mDNS), wake it and WAIT for it to reappear on mDNS (WakeController shows the "Waking…" overlay)
// back. A fire-and-forget packet + the connect timeout wasn't enough for a cold boot. Otherwise // before dialing — discovery stays running meanwhile so we can see it come back. A fire-and-forget
// dial straight through. // packet + the connect timeout wasn't enough for a cold boot. Otherwise (auto-wake off, no MAC, or
// already seen live) dial straight through.
fun doConnect(targetHost: String, targetPort: Int, name: String, pinHex: String?) { fun doConnect(targetHost: String, targetPort: Int, name: String, pinHex: String?) {
if (identity == null) { if (identity == null) {
status = "Identity not ready yet — try again in a moment" status = "Identity not ready yet — try again in a moment"
@@ -248,7 +231,7 @@ fun ConnectScreen(
fun liveAdvert(): DiscoveredHost? = fun liveAdvert(): DiscoveredHost? =
if (kh != null) discovered.firstOrNull { kh.matches(it) } if (kh != null) discovered.firstOrNull { kh.matches(it) }
else discovered.firstOrNull { it.host == targetHost && it.port == targetPort } else discovered.firstOrNull { it.host == targetHost && it.port == targetPort }
if (macs.isNotEmpty() && liveAdvert() == null) { if (settings.autoWakeEnabled && macs.isNotEmpty() && liveAdvert() == null) {
waker.start( waker.start(
hostName = name, hostName = name,
connectsAfter = true, connectsAfter = true,
@@ -0,0 +1,48 @@
package io.unom.punktfunk
import android.content.Context
import io.unom.punktfunk.kit.Gamepad
import io.unom.punktfunk.kit.NativeBridge
import io.unom.punktfunk.kit.security.ClientIdentity
import kotlinx.coroutines.Dispatchers
import kotlinx.coroutines.withContext
/** Handshake budget for a normal / library-launch connect (not the long request-access park). */
const val CONNECT_TIMEOUT_MS = 10_000
/**
* The one place [NativeBridge.nativeConnect] is assembled — shared by [ConnectScreen] and the library
* launcher ([LibraryScreen]). Derives the mode / HDR / gamepad settings the host needs from
* [settings]. [pinHex] is the pinned fingerprint (empty ⇒ TOFU). [launch] is a store-qualified library
* id (`steam:<appid>` / `custom:<id>`) to boot straight into a game, or `null` for the desktop.
* Returns the session handle, or `0` on failure. Call off the main thread.
*/
suspend fun connectToHost(
context: Context,
settings: Settings,
identity: ClientIdentity,
host: String,
port: Int,
pinHex: String,
launch: String?,
timeoutMs: Int = CONNECT_TIMEOUT_MS,
): Long {
// Advertise HDR only when the user enabled it AND this device's display can present it (else the
// host sends a proper SDR stream rather than PQ the panel would mis-tone-map).
val (w, h, hz) = settings.effectiveMode(context)
val hdrEnabled = settings.hdrEnabled && displaySupportsHdr(context)
// "Automatic" resolves to a concrete pad type from the connected controller's VID/PID.
val gamepadPref = Gamepad.resolvePref(settings.gamepad)
return withContext(Dispatchers.IO) {
// Transport-level half of "Low-latency mode (experimental)" (DSCP marking on the media
// sockets) — must be applied before connect, since sockets are tagged at creation.
NativeBridge.nativeSetLowLatencyMode(settings.lowLatencyMode)
NativeBridge.nativeConnect(
host, port, w, h, hz,
identity.certPem, identity.privateKeyPem, pinHex,
settings.bitrateKbps, settings.compositor, gamepadPref,
hdrEnabled, settings.audioChannels, settings.preferredCodec(), timeoutMs,
launch,
)
}
}
@@ -1,8 +1,10 @@
package io.unom.punktfunk package io.unom.punktfunk
import android.widget.Toast
import androidx.activity.compose.BackHandler import androidx.activity.compose.BackHandler
import androidx.compose.foundation.background import androidx.compose.foundation.background
import androidx.compose.foundation.border import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Arrangement import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.BoxWithConstraints import androidx.compose.foundation.layout.BoxWithConstraints
@@ -57,6 +59,7 @@ import io.unom.punktfunk.kit.library.GameEntry
import io.unom.punktfunk.kit.library.LibraryClient import io.unom.punktfunk.kit.library.LibraryClient
import io.unom.punktfunk.kit.library.LibraryResult import io.unom.punktfunk.kit.library.LibraryResult
import io.unom.punktfunk.kit.library.mtlsHttpClient import io.unom.punktfunk.kit.library.mtlsHttpClient
import io.unom.punktfunk.kit.security.ClientIdentity
import io.unom.punktfunk.kit.security.IdentityStore import io.unom.punktfunk.kit.security.IdentityStore
import io.unom.punktfunk.kit.security.KnownHost import io.unom.punktfunk.kit.security.KnownHost
import io.unom.punktfunk.kit.security.obtainIdentity import io.unom.punktfunk.kit.security.obtainIdentity
@@ -73,17 +76,27 @@ import kotlinx.coroutines.withContext
private sealed class LibState { private sealed class LibState {
object Loading : LibState() object Loading : LibState()
data class Ready(val games: List<GameEntry>, val loader: ImageLoader) : LibState() // Carries the client identity so a launch can dial the host over the same pinned mTLS trust.
data class Ready(val games: List<GameEntry>, val loader: ImageLoader, val identity: ClientIdentity) : LibState()
data class Message(val text: String) : LibState() // unauthorized / empty / error data class Message(val text: String) : LibState() // unauthorized / empty / error
} }
@Composable @Composable
fun LibraryScreen(host: KnownHost, onBack: () -> Unit, navActive: Boolean = true) { fun LibraryScreen(
host: KnownHost,
settings: Settings,
onLaunched: (Long) -> Unit,
onBack: () -> Unit,
navActive: Boolean = true,
) {
BackHandler(onBack = onBack) BackHandler(onBack = onBack)
val context = LocalContext.current val context = LocalContext.current
val scope = rememberCoroutineScope()
val hazeState = remember { HazeState() } val hazeState = remember { HazeState() }
val landscape = LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE val landscape = LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE
var state by remember { mutableStateOf<LibState>(LibState.Loading) } var state by remember { mutableStateOf<LibState>(LibState.Loading) }
// A launch (connect) in flight: shows an overlay + gates the pad so a second press can't dial twice.
var launching by remember { mutableStateOf(false) }
LaunchedEffect(host.address, host.port, host.fpHex) { LaunchedEffect(host.address, host.port, host.fpHex) {
state = LibState.Loading state = LibState.Loading
@@ -101,7 +114,7 @@ fun LibraryScreen(host: KnownHost, onBack: () -> Unit, navActive: Boolean = true
LibState.Message("No games found on this host.") LibState.Message("No games found on this host.")
} else { } else {
val client = mtlsHttpClient(id.certPem, id.privateKeyPem, host.address, host.fpHex) val client = mtlsHttpClient(id.certPem, id.privateKeyPem, host.address, host.fpHex)
LibState.Ready(res.games, ImageLoader.Builder(context).okHttpClient(client).build()) LibState.Ready(res.games, ImageLoader.Builder(context).okHttpClient(client).build(), id)
} }
is LibraryResult.Unauthorized -> LibState.Message(res.message) is LibraryResult.Unauthorized -> LibState.Message(res.message)
is LibraryResult.Error -> LibState.Message(res.message) is LibraryResult.Error -> LibState.Message(res.message)
@@ -118,11 +131,45 @@ fun LibraryScreen(host: KnownHost, onBack: () -> Unit, navActive: Boolean = true
when (val s = state) { when (val s = state) {
is LibState.Loading -> LoadingState() is LibState.Loading -> LoadingState()
is LibState.Message -> MessageState(s.text) is LibState.Message -> MessageState(s.text)
is LibState.Ready -> Coverflow(s.games, s.loader, navActive) is LibState.Ready -> Coverflow(s.games, s.loader, navActive && !launching) { game ->
if (!launching) {
launching = true
scope.launch {
// Dial the host over the same pinned mTLS trust, booting straight
// into this title (the host resolves `launch` = its library id).
val handle = connectToHost(
context, settings, s.identity,
host.address, host.port, host.fpHex, launch = game.id,
)
launching = false
if (handle != 0L) onLaunched(handle)
else Toast.makeText(
context,
"Launch failed — check the host and try again.",
Toast.LENGTH_LONG,
).show()
} }
} }
} }
} }
}
}
}
// Launching overlay — the connect + host-side game boot takes a moment; block the pad while it runs.
if (launching) {
Box(
Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.6f)),
contentAlignment = Alignment.Center,
) {
Column(
horizontalAlignment = Alignment.CenterHorizontally,
verticalArrangement = Arrangement.spacedBy(14.dp),
) {
CircularProgressIndicator(color = Color.White)
Text("Launching…", color = Color.White, style = MaterialTheme.typography.bodyLarge)
}
}
}
// Floating legend at the shared spot — same landscape-aware inset as every other console // Floating legend at the shared spot — same landscape-aware inset as every other console
// screen (ignore the safe area in landscape, where the bottom edge isn't a tap target). // screen (ignore the safe area in landscape, where the bottom edge isn't a tap target).
Box( Box(
@@ -130,7 +177,13 @@ fun LibraryScreen(host: KnownHost, onBack: () -> Unit, navActive: Boolean = true
.then(if (landscape) Modifier else Modifier.systemBarsPadding()) .then(if (landscape) Modifier else Modifier.systemBarsPadding())
.padding(ConsoleLegendInset), .padding(ConsoleLegendInset),
) { ) {
GamepadHintBar(listOf(PadGlyph.hint('B', "Close", onClick = onBack)), hazeState = hazeState) GamepadHintBar(
buildList {
if (state is LibState.Ready) add(PadGlyph.hint('A', "Launch"))
add(PadGlyph.hint('B', "Close", onClick = onBack))
},
hazeState = hazeState,
)
} }
} }
} }
@@ -155,7 +208,12 @@ private fun MessageState(text: String) {
} }
@Composable @Composable
private fun Coverflow(games: List<GameEntry>, loader: ImageLoader, navActive: Boolean) { private fun Coverflow(
games: List<GameEntry>,
loader: ImageLoader,
navActive: Boolean,
onLaunch: (GameEntry) -> Unit,
) {
BoxWithConstraints(Modifier.fillMaxSize()) { BoxWithConstraints(Modifier.fillMaxSize()) {
// Fit a 2:3 poster into the height the detail line leaves; clamp so it never dwarfs the screen. // Fit a 2:3 poster into the height the detail line leaves; clamp so it never dwarfs the screen.
val coverHeight = (maxHeight * 0.72f).coerceAtMost(360.dp) val coverHeight = (maxHeight * 0.72f).coerceAtMost(360.dp)
@@ -167,16 +225,15 @@ private fun Coverflow(games: List<GameEntry>, loader: ImageLoader, navActive: Bo
LaunchedEffect(pagerState.settledPage) { navTarget = pagerState.settledPage } LaunchedEffect(pagerState.settledPage) { navTarget = pagerState.settledPage }
val current = games.getOrNull(navTarget) val current = games.getOrNull(navTarget)
// Controller nav: the pad drives the coverflow (it wasn't captured before). Left/right steps a // Controller nav: the pad drives the coverflow. Left/right steps a coalesced target the pager
// coalesced target the pager chases; A is reserved for launch (browse-only for now); B closes // chases; A launches the centred title; B closes via the screen's BackHandler.
// via the screen's BackHandler.
GamepadNavEffect( GamepadNavEffect(
active = navActive && games.isNotEmpty(), active = navActive && games.isNotEmpty(),
onMove = { dir -> onMove = { dir ->
val t = (navTarget + dir).coerceIn(0, games.lastIndex) val t = (navTarget + dir).coerceIn(0, games.lastIndex)
if (t != navTarget) { navTarget = t; scope.launch { pagerState.animateScrollToPage(t) } } if (t != navTarget) { navTarget = t; scope.launch { pagerState.animateScrollToPage(t) } }
}, },
onActivate = { /* launch a title — browse-only for now */ }, onActivate = { games.getOrNull(navTarget)?.let(onLaunch) },
) )
Column(Modifier.fillMaxSize(), verticalArrangement = Arrangement.Center) { Column(Modifier.fillMaxSize(), verticalArrangement = Arrangement.Center) {
@@ -198,6 +255,11 @@ private fun Coverflow(games: List<GameEntry>, loader: ImageLoader, navActive: Bo
.zIndex(-d) // centred cover on top, neighbours stacked behind .zIndex(-d) // centred cover on top, neighbours stacked behind
.width(coverWidth) .width(coverWidth)
.height(coverHeight) .height(coverHeight)
// Touch: tap the centred cover to launch it; tap a neighbour to bring it centre.
.clickable {
if (page == pagerState.currentPage) onLaunch(games[page])
else scope.launch { pagerState.animateScrollToPage(page) }
}
.graphicsLayer { .graphicsLayer {
// Centre at full size; EVERY neighbour settles to one size, so an even pitch // Centre at full size; EVERY neighbour settles to one size, so an even pitch
// yields even VISUAL gaps. (A progressive shrink made the outer gaps grow — // yields even VISUAL gaps. (A progressive shrink made the outer gaps grow —
@@ -51,8 +51,12 @@ class MainActivity : ComponentActivity() {
* Whether the last console input came from a real gamepad (face buttons / stick) vs. a TV D-pad * Whether the last console input came from a real gamepad (face buttons / stick) vs. a TV D-pad
* remote (which has no A/B/X/Y). The console UI reads this to show glyphs the user recognises — pad * remote (which has no A/B/X/Y). The console UI reads this to show glyphs the user recognises — pad
* face buttons, or a select glyph + arrows for a remote. Compose observes it (a snapshot state). * face buttons, or a select glyph + arrows for a remote. Compose observes it (a snapshot state).
* Defaults to the remote glyphs on a TV (its D-pad remote is the typical first input, and often the
* only one) and to gamepad glyphs everywhere else (the console UI on a phone/tablet only activates
* via a real controller, so a TV-remote glyph would be a wrong first impression there) — set from
* [onCreate] once a [Context] is available, then kept live by real input.
*/ */
var lastPadIsGamepad by mutableStateOf(false) var lastPadIsGamepad by mutableStateOf(true)
private set private set
/** The panel's highest-refresh display mode (0 = unknown/unsupported), resolved once at startup. */ /** The panel's highest-refresh display mode (0 = unknown/unsupported), resolved once at startup. */
@@ -60,6 +64,7 @@ class MainActivity : ComponentActivity() {
override fun onCreate(savedInstanceState: Bundle?) { override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState) super.onCreate(savedInstanceState)
lastPadIsGamepad = !isTvDevice(this)
resolveHighRefreshMode() resolveHighRefreshMode()
setConsoleHighRefreshRate(true) // the console UI wants max refresh; streaming manages its own setConsoleHighRefreshRate(true) // the console UI wants max refresh; streaming manages its own
// Dark, transparent system bars regardless of the system theme — our UI is always dark, so // Dark, transparent system bars regardless of the system theme — our UI is always dark, so
@@ -55,13 +55,23 @@ data class Settings(
*/ */
val libraryEnabled: Boolean = true, val libraryEnabled: Boolean = true,
/** /**
* Aggressive decoder latency tuning — the master escape hatch. On (default): the decoder runs * "Low-latency mode (experimental)" — the master switch over the whole latency overhaul: decoder
* the full low-latency profile (per-SoC vendor keys + max-clock operating-rate on Qualcomm). * ranking + per-SoC vendor keys + the async decode loop (native), pipeline thread boosts + ADPF
* Off: a conservative profile (the standard `low-latency` key only), for a device that thermally * max-performance, game-tagged AAudio, DSCP marking on the media sockets, the Wi-Fi low-latency
* throttles or misbehaves under the aggressive clocks. Decoder ranking, the Wi-Fi low-latency * lock, HDMI ALLM, and the forced TV mode switch. Off (default): the original pre-overhaul
* lock and HDMI game-mode signalling stay on regardless — they're harmless. * pipeline, kept byte-for-byte as the known-good baseline — the overhaul regressed badly on some
* phones, so it's opt-in until it's proven per-device.
*/ */
val lowLatencyMode: Boolean = true, val lowLatencyMode: Boolean = false,
/**
* Wake-on-LAN a saved host before connecting when it isn't currently seen on mDNS. On (default):
* a connect to a host with a learned MAC that isn't advertising sends a magic packet and waits
* for it to reappear (see [WakeController]) before dialing. Off: always dial straight through,
* skipping the mDNS-presence check entirely — for a host that's actually up but not visible on
* mDNS (a flaky discovery path, a VLAN/subnet that blocks multicast, etc.), where auto-wake would
* otherwise misfire and wait out its timeout despite the host already being reachable.
*/
val autoWakeEnabled: Boolean = true,
) )
/** [Settings.touchMode] values; persisted by name. */ /** [Settings.touchMode] values; persisted by name. */
@@ -90,7 +100,8 @@ class SettingsStore(context: Context) {
?: if (prefs.getBoolean(K_TRACKPAD, true)) TouchMode.TRACKPAD else TouchMode.POINTER, ?: if (prefs.getBoolean(K_TRACKPAD, true)) TouchMode.TRACKPAD else TouchMode.POINTER,
gamepadUiEnabled = prefs.getBoolean(K_GAMEPAD_UI, true), gamepadUiEnabled = prefs.getBoolean(K_GAMEPAD_UI, true),
libraryEnabled = prefs.getBoolean(K_LIBRARY, true), libraryEnabled = prefs.getBoolean(K_LIBRARY, true),
lowLatencyMode = prefs.getBoolean(K_LOW_LATENCY, true), lowLatencyMode = prefs.getBoolean(K_LOW_LATENCY, false),
autoWakeEnabled = prefs.getBoolean(K_AUTO_WAKE, true),
) )
fun save(s: Settings) { fun save(s: Settings) {
@@ -110,6 +121,7 @@ class SettingsStore(context: Context) {
.putBoolean(K_GAMEPAD_UI, s.gamepadUiEnabled) .putBoolean(K_GAMEPAD_UI, s.gamepadUiEnabled)
.putBoolean(K_LIBRARY, s.libraryEnabled) .putBoolean(K_LIBRARY, s.libraryEnabled)
.putBoolean(K_LOW_LATENCY, s.lowLatencyMode) .putBoolean(K_LOW_LATENCY, s.lowLatencyMode)
.putBoolean(K_AUTO_WAKE, s.autoWakeEnabled)
.apply() .apply()
} }
@@ -128,7 +140,15 @@ class SettingsStore(context: Context) {
const val K_TOUCH_MODE = "touch_mode" const val K_TOUCH_MODE = "touch_mode"
const val K_GAMEPAD_UI = "gamepad_ui_enabled" const val K_GAMEPAD_UI = "gamepad_ui_enabled"
const val K_LIBRARY = "library_enabled" const val K_LIBRARY = "library_enabled"
const val K_LOW_LATENCY = "low_latency_mode"
/**
* Deliberately NOT the original `"low_latency_mode"` key: that one shipped default-ON, so
* any install that ever saved settings persisted `true` — under the old key, flipping the
* default to off would leave exactly the regressed devices stuck on the overhaul. The fresh
* key restarts everyone at the safe default; the stale one is abandoned unread.
*/
const val K_LOW_LATENCY = "low_latency_mode_experimental"
const val K_AUTO_WAKE = "auto_wake_enabled"
/** Legacy Boolean the enum replaced — read once as the migration default, never written. */ /** Legacy Boolean the enum replaced — read once as the migration default, never written. */
const val K_TRACKPAD = "trackpad_mode" const val K_TRACKPAD = "trackpad_mode"
@@ -226,6 +246,10 @@ val BITRATE_OPTIONS = listOf(
20_000 to "20 Mbps", 20_000 to "20 Mbps",
50_000 to "50 Mbps", 50_000 to "50 Mbps",
100_000 to "100 Mbps", 100_000 to "100 Mbps",
150_000 to "150 Mbps",
200_000 to "200 Mbps",
300_000 to "300 Mbps",
500_000 to "500 Mbps",
) )
/** index = CompositorPref wire byte. */ /** index = CompositorPref wire byte. */
@@ -326,9 +326,10 @@ private fun DisplaySettings(s: Settings, update: (Settings) -> Unit, context: an
) { c -> update(s.copy(compositor = c)) } ) { c -> update(s.copy(compositor = c)) }
ToggleRow( ToggleRow(
title = "Low-latency mode", title = "Low-latency mode (experimental)",
subtitle = "Run the decoder at max clocks for the lowest latency. Turn off only if a " + subtitle = "Aggressive decoder and system tuning (per-device decoder selection, async " +
"device overheats or glitches during long sessions.", "decode, Wi-Fi and HDMI hints). Can lower latency, but may stutter or glitch on " +
"some devices — turn off if the stream misbehaves.",
checked = s.lowLatencyMode, checked = s.lowLatencyMode,
onCheckedChange = { on -> update(s.copy(lowLatencyMode = on)) }, onCheckedChange = { on -> update(s.copy(lowLatencyMode = on)) },
) )
@@ -394,6 +395,14 @@ private fun InterfaceSettings(s: Settings, update: (Settings) -> Unit) {
checked = s.libraryEnabled, checked = s.libraryEnabled,
onCheckedChange = { on -> update(s.copy(libraryEnabled = on)) }, onCheckedChange = { on -> update(s.copy(libraryEnabled = on)) },
) )
ToggleRow(
title = "Auto-wake on connect",
subtitle = "Send Wake-on-LAN and wait for a saved host to reappear on mDNS before " +
"connecting. Turn off if a host that's already on isn't seen on mDNS, so connects " +
"go straight through instead of waiting out the wake timeout.",
checked = s.autoWakeEnabled,
onCheckedChange = { on -> update(s.copy(autoWakeEnabled = on)) },
)
ToggleRow( ToggleRow(
title = "Stats overlay", title = "Stats overlay",
subtitle = "Show FPS, throughput and latency while streaming (3-finger tap toggles it live)", subtitle = "Show FPS, throughput and latency while streaming (3-finger tap toggles it live)",
@@ -9,6 +9,7 @@ import android.os.Build
import android.view.SurfaceHolder import android.view.SurfaceHolder
import android.view.SurfaceView import android.view.SurfaceView
import android.view.WindowManager import android.view.WindowManager
import android.widget.Toast
import androidx.activity.compose.BackHandler import androidx.activity.compose.BackHandler
import androidx.compose.foundation.layout.Box import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.fillMaxSize import androidx.compose.foundation.layout.fillMaxSize
@@ -63,7 +64,10 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
var showStats by remember { mutableStateOf(initialSettings.statsHudEnabled) } var showStats by remember { mutableStateOf(initialSettings.statsHudEnabled) }
// Touch model is fixed per session (re-keys the gesture handler below if it ever changes). // Touch model is fixed per session (re-keys the gesture handler below if it ever changes).
val touchMode = initialSettings.touchMode val touchMode = initialSettings.touchMode
// Master low-latency toggle, resolved once for the session and passed to the decoder at start. // "Low-latency mode (experimental)" master toggle, resolved once for the session. Off (the
// default) runs the original pre-overhaul pipeline; on enables the whole aggressive stack —
// decoder ranking + vendor keys + async loop (native side), the Wi-Fi low-latency lock and
// HDMI ALLM below, game-tagged audio, and DSCP marking (applied earlier, at connect).
val lowLatencyMode = initialSettings.lowLatencyMode val lowLatencyMode = initialSettings.lowLatencyMode
// TV form factor (leanback): the decoder actively switches the HDMI output mode to the stream // TV form factor (leanback): the decoder actively switches the HDMI output mode to the stream
// refresh; a phone/tablet gets the softer seamless frame-rate hint instead. // refresh; a phone/tablet gets the softer seamless frame-rate hint instead.
@@ -82,6 +86,31 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
} }
} }
// Host-gone watchdog. When the host suspends/sleeps (or crashes, or drops off the network) it
// stops answering the QUIC keep-alive and the connection idle-times out (~8 s) — no more frames
// arrive and the decoder would otherwise sit frozen on its last decoded frame until the user
// manually backed out. Poll the native session-liveness flag (one atomic load, independent of the
// stats HUD) and, the moment the session is dead, drop back to the menu so the user can
// Wake-on-LAN the host instead of being stranded on a frozen picture. Mirrors the Apple client's
// onSessionEnd → sessionEnded() → disconnect(). The 1 s cadence + the ~8 s idle timeout is a
// deliberately generous window: the keep-alive holds a merely-quiet connection (a static desktop)
// open, so this fires only on a genuinely dead peer, never a false positive. Keyed on `handle`, so
// it stops the moment we navigate away (the handle is only freed later, in onDispose).
LaunchedEffect(handle) {
while (true) {
delay(1000)
if (NativeBridge.nativeSessionEnded(handle)) {
Toast.makeText(
context,
"Connection lost — the host may be asleep. Wake it to reconnect.",
Toast.LENGTH_LONG,
).show()
onDisconnect()
return@LaunchedEffect
}
}
}
// One-shot teardown guard. Both the SurfaceView callback and DisposableEffect tear down on the // One-shot teardown guard. Both the SurfaceView callback and DisposableEffect tear down on the
// way out, but `nativeClose` frees the handle — so once it's closed, NO path may touch the handle // way out, but `nativeClose` frees the handle — so once it's closed, NO path may touch the handle
// again (use-after-free → SIGSEGV: the consistent back-while-streaming crash). Both run on the // again (use-after-free → SIGSEGV: the consistent back-while-streaming crash). Both run on the
@@ -92,7 +121,9 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
// power-save polling (a common source of tens-of-ms jitter). WIFI_MODE_FULL_LOW_LATENCY (API // power-save polling (a common source of tens-of-ms jitter). WIFI_MODE_FULL_LOW_LATENCY (API
// 29+) is the strongest; older releases fall back to FULL_HIGH_PERF. Needs no extra permission // 29+) is the strongest; older releases fall back to FULL_HIGH_PERF. Needs no extra permission
// beyond ACCESS_WIFI_STATE (already declared). Non-reference-counted: one explicit acquire/release. // beyond ACCESS_WIFI_STATE (already declared). Non-reference-counted: one explicit acquire/release.
// Part of the experimental low-latency stack — not created at all when the toggle is off.
val wifiLock = remember(handle) { val wifiLock = remember(handle) {
if (!lowLatencyMode) return@remember null
val wm = context.applicationContext.getSystemService(Context.WIFI_SERVICE) as? WifiManager val wm = context.applicationContext.getSystemService(Context.WIFI_SERVICE) as? WifiManager
val mode = if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.Q) { val mode = if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.Q) {
WifiManager.WIFI_MODE_FULL_LOW_LATENCY WifiManager.WIFI_MODE_FULL_LOW_LATENCY
@@ -107,8 +138,9 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
window?.addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON) window?.addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON)
runCatching { wifiLock?.acquire() } runCatching { wifiLock?.acquire() }
// HDMI Auto Low-Latency Mode: ask the display to drop its post-processing (game mode) — // HDMI Auto Low-Latency Mode: ask the display to drop its post-processing (game mode) —
// the biggest panel-side latency win on the TV boxes. No-op where ALLM isn't supported. API 30+. // the biggest panel-side latency win on the TV boxes. No-op where ALLM isn't supported. API
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.R) { // 30+. Part of the experimental low-latency stack.
if (lowLatencyMode && Build.VERSION.SDK_INT >= Build.VERSION_CODES.R) {
window?.setPreferMinimalPostProcessing(true) window?.setPreferMinimalPostProcessing(true)
} }
controller?.let { controller?.let {
@@ -124,7 +156,9 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
activity?.requestedOrientation = ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE activity?.requestedOrientation = ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE
activity?.streamHandle = handle // route hardware keys to this session activity?.streamHandle = handle // route hardware keys to this session
activity?.axisMapper = Gamepad.AxisMapper(handle) // route joystick axes activity?.axisMapper = Gamepad.AxisMapper(handle) // route joystick axes
activity?.requestStreamExit = onDisconnect // Select+Start+L1+R1 chord leaves the stream // Select+Start+L1+R1 chord leaves the stream — a deliberate quit (signal it so the host skips
// the keep-alive linger), unlike a host-ended / backgrounded drop.
activity?.requestStreamExit = { NativeBridge.nativeDisconnectQuit(handle); onDisconnect() }
activity?.setConsoleHighRefreshRate(false) // let the decoder's setFrameRate pick the panel rate activity?.setConsoleHighRefreshRate(false) // let the decoder's setFrameRate pick the panel rate
// Host→client feedback (rumble + DualSense lightbar/LEDs); poll threads stopped before close. // Host→client feedback (rumble + DualSense lightbar/LEDs); poll threads stopped before close.
val feedback = GamepadFeedback(handle).also { it.start() } val feedback = GamepadFeedback(handle).also { it.start() }
@@ -138,7 +172,7 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
activity?.setConsoleHighRefreshRate(true) // back to the console UI's max refresh activity?.setConsoleHighRefreshRate(true) // back to the console UI's max refresh
controller?.show(WindowInsetsCompat.Type.systemBars()) controller?.show(WindowInsetsCompat.Type.systemBars())
window?.clearFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON) window?.clearFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON)
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.R) { if (lowLatencyMode && Build.VERSION.SDK_INT >= Build.VERSION_CODES.R) {
window?.setPreferMinimalPostProcessing(false) window?.setPreferMinimalPostProcessing(false)
} }
runCatching { if (wifiLock?.isHeld == true) wifiLock.release() } runCatching { if (wifiLock?.isHeld == true) wifiLock.release() }
@@ -153,7 +187,8 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
} }
} }
BackHandler { onDisconnect() } // Back gesture = a deliberate exit → signal the quit so the host tears down now (no linger).
BackHandler { NativeBridge.nativeDisconnectQuit(handle); onDisconnect() }
Box(modifier = Modifier.fillMaxSize()) { Box(modifier = Modifier.fillMaxSize()) {
AndroidView( AndroidView(
@@ -162,11 +197,13 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
SurfaceView(ctx).apply { SurfaceView(ctx).apply {
holder.addCallback(object : SurfaceHolder.Callback { holder.addCallback(object : SurfaceHolder.Callback {
override fun surfaceCreated(holder: SurfaceHolder) { override fun surfaceCreated(holder: SurfaceHolder) {
// Rank MediaCodecList decoders for the negotiated MIME (framework-only // Low-latency mode: rank MediaCodecList decoders for the negotiated
// API) and hand the chosen one to Rust, which creates it by name and // MIME (framework-only API) and hand the chosen one to Rust, which
// applies the per-SoC vendor low-latency keys. // creates it by name and applies the per-SoC vendor low-latency keys.
// Off ⇒ no ranking: the platform resolves its default decoder for the
// MIME, exactly as before the overhaul.
val mime = NativeBridge.nativeVideoMime(handle) val mime = NativeBridge.nativeVideoMime(handle)
val choice = VideoDecoders.pickDecoder(mime) val choice = if (lowLatencyMode) VideoDecoders.pickDecoder(mime) else null
NativeBridge.nativeStartVideo( NativeBridge.nativeStartVideo(
handle, handle,
holder.surface, holder.surface,
@@ -175,7 +212,7 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
choice?.lowLatencyFeature ?: false, choice?.lowLatencyFeature ?: false,
isTv, isTv,
) )
NativeBridge.nativeStartAudio(handle) NativeBridge.nativeStartAudio(handle, lowLatencyMode)
if (micWanted) NativeBridge.nativeStartMic(handle) if (micWanted) NativeBridge.nativeStartMic(handle)
} }
@@ -51,11 +51,23 @@ object NativeBridge {
/** Preferred video codec as a `quic::CODEC_*` bit (`0` = auto). Soft — the host falls back. */ /** Preferred video codec as a `quic::CODEC_*` bit (`0` = auto). Soft — the host falls back. */
preferredCodec: Int, preferredCodec: Int,
timeoutMs: Int, timeoutMs: Int,
/** Store-qualified library id (`steam:<appid>` / `custom:<id>`) to boot straight into a game,
* or `null`/empty for a plain desktop connect. Rides the Hello as `launch`. */
launch: String?,
): Long ): Long
/** 64-hex SHA-256 of the cert the host presented on [handle]; valid after a successful connect. */ /** 64-hex SHA-256 of the cert the host presented on [handle]; valid after a successful connect. */
external fun nativeHostFingerprint(handle: Long): String external fun nativeHostFingerprint(handle: Long): String
/**
* Has the underlying QUIC session ended? `true` once the connection closed — a host suspend /
* crash / network drop idle-timed it out (~8 s), or the host closed it — from then on no frame
* ever arrives and the video sits frozen on its last one. The stream watchdog polls this (~1 Hz)
* to leave a dead stream and return to the menu, where the user can Wake-on-LAN the host, instead
* of stranding them on a frozen frame. `false` on a `0` handle. Cheap (one atomic load); UI-safe.
*/
external fun nativeSessionEnded(handle: Long): Boolean
/** /**
* Run the SPAKE2 PIN ceremony, presenting [certPem]/[keyPem]. Returns the host's verified * Run the SPAKE2 PIN ceremony, presenting [certPem]/[keyPem]. Returns the host's verified
* fingerprint (64-hex) to persist + pin, or `""` on failure (wrong PIN / MITM / unreachable). * fingerprint (64-hex) to persist + pin, or `""` on failure (wrong PIN / MITM / unreachable).
@@ -70,6 +82,14 @@ object NativeBridge {
name: String, name: String,
): String ): String
/**
* Signal a **deliberate** user disconnect on [handle] before [nativeClose]: the session closes
* with `QUIT_CLOSE_CODE` so the host tears it down immediately instead of holding the keep-alive
* linger for a reconnect. Call from an explicit disconnect gesture only — NOT from a
* host-ended/network-drop end or an app-background (those keep the linger). No-op on `0`.
*/
external fun nativeDisconnectQuit(handle: Long)
/** Tear down a session handle returned by [nativeConnect]. No-op on `0`. */ /** Tear down a session handle returned by [nativeConnect]. No-op on `0`. */
external fun nativeClose(handle: Long) external fun nativeClose(handle: Long)
@@ -103,6 +123,15 @@ object NativeBridge {
*/ */
external fun nativeWakeOnLan(macsCsv: String, lastIp: String): Boolean external fun nativeWakeOnLan(macsCsv: String, lastIp: String): Boolean
/**
* Apply the user's "Low-latency mode (experimental)" toggle to the process-wide transport
* defaults — today just DSCP/QoS marking on the media sockets. Must be called BEFORE
* [nativeConnect] (the tag is applied at socket creation); `HostConnect.connectToHost` does.
* The rest of the toggle rides explicit per-session parameters ([nativeStartVideo] /
* [nativeStartAudio]). Cheap (one atomic store); UI-safe.
*/
external fun nativeSetLowLatencyMode(enabled: Boolean)
/** /**
* The MediaCodec MIME the host resolved for this session (`"video/hevc"` / `"video/avc"` / * The MediaCodec MIME the host resolved for this session (`"video/hevc"` / `"video/avc"` /
* `"video/av01"`), or `""` on a `0` handle. Kotlin ranks `MediaCodecList` decoders for this * `"video/av01"`), or `""` on a `0` handle. Kotlin ranks `MediaCodecList` decoders for this
@@ -114,10 +143,12 @@ object NativeBridge {
* Start the decode thread rendering onto [surface] (a SurfaceView's surface). Decode runs * Start the decode thread rendering onto [surface] (a SurfaceView's surface). Decode runs
* entirely in Rust (NDK AMediaCodec → ANativeWindow) — no per-frame JNI. [decoderName] is the * entirely in Rust (NDK AMediaCodec → ANativeWindow) — no per-frame JNI. [decoderName] is the
* decoder Kotlin ranked from `MediaCodecList` (`""` = let the platform resolve the default for * decoder Kotlin ranked from `MediaCodecList` (`""` = let the platform resolve the default for
* the MIME); [lowLatencyMode] is the user's master toggle (default on → aggressive per-SoC * the MIME — what the pre-overhaul client always did); [lowLatencyMode] is the user's
* tuning; off → conservative); [lowLatencyFeature] is whether [decoderName] advertised * "Low-latency mode (experimental)" toggle (off, the default, runs the original decode
* `FEATURE_LowLatency` (HUD label only). [isTv] drives an active HDMI mode switch to the stream * pipeline; on, the aggressive per-SoC tuning + async loop); [lowLatencyFeature] is whether
* refresh on TV boxes (vs. the softer seamless hint on phones). No-op if already started. * [decoderName] advertised `FEATURE_LowLatency` (HUD label only). [isTv] drives an active HDMI
* mode switch to the stream refresh on TV boxes when the toggle is on (vs. the softer seamless
* hint otherwise). No-op if already started.
*/ */
external fun nativeStartVideo( external fun nativeStartVideo(
handle: Long, handle: Long,
@@ -163,10 +194,12 @@ object NativeBridge {
external fun nativeSetVideoStatsEnabled(handle: Long, enabled: Boolean) external fun nativeSetVideoStatsEnabled(handle: Long, enabled: Boolean)
/** /**
* Start host→client audio: Opus decode → jitter ring → AAudio (LowLatency), all in Rust. No-op * Start host→client audio: Opus decode → jitter ring → AAudio (LowLatency), all in Rust.
* if already started. Best-effort — a failure leaves video streaming. * [lowLatencyMode] (the experimental toggle) additionally tags the stream usage=Game for the
* HAL's game-audio routing. No-op if already started. Best-effort — a failure leaves video
* streaming.
*/ */
external fun nativeStartAudio(handle: Long) external fun nativeStartAudio(handle: Long, lowLatencyMode: Boolean)
/** Stop + join the audio thread and close AAudio, without closing the session. No-op on `0`. */ /** Stop + join the audio thread and close AAudio, without closing the session. No-op on `0`. */
external fun nativeStopAudio(handle: Long) external fun nativeStopAudio(handle: Long)
@@ -57,7 +57,17 @@ object VideoDecoders {
val name = info.name val name = info.name
val lower = name.lowercase() val lower = name.lowercase()
if (BLOCKED_PREFIXES.any { lower.startsWith(it) } || lower in BLOCKED_EXACT) continue if (BLOCKED_PREFIXES.any { lower.startsWith(it) } || lower in BLOCKED_EXACT) continue
// Never a secure decoder: `.secure` names are the DRM-pipeline twins of the real
// decoder and require a secure surface — configuring one for a clear stream fails (or
// renders black). The plain twin is also in the list, so drop rather than rank
// (a `.secure` twin can otherwise OUT-score its plain sibling when only it advertises
// FEATURE_LowLatency). Moonlight filters the same way.
if (lower.endsWith(".secure")) continue
val caps = runCatching { info.getCapabilitiesForType(mime) }.getOrNull() ?: continue val caps = runCatching { info.getCapabilitiesForType(mime) }.getOrNull() ?: continue
val secureRequired = runCatching {
caps.isFeatureRequired(CodecCapabilities.FEATURE_SecurePlayback)
}.getOrDefault(false)
if (secureRequired) continue
val hardware = if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.Q) { val hardware = if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.Q) {
info.isHardwareAccelerated info.isHardwareAccelerated
+6 -2
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@@ -103,8 +103,10 @@ pub struct HintSession {
impl HintSession { impl HintSession {
/// Open a session hinting `tids` with an initial per-frame target of `target_ns` nanoseconds. /// Open a session hinting `tids` with an initial per-frame target of `target_ns` nanoseconds.
/// `None` when ADPF is unavailable (device API < 33) or the platform declines — the caller then /// `None` when ADPF is unavailable (device API < 33) or the platform declines — the caller then
/// runs unhinted (a no-op, not an error). /// runs unhinted (a no-op, not an error). `prefer_performance` (the experimental low-latency
pub fn create(target_ns: i64, tids: &[i32]) -> Option<Self> { /// mode) additionally biases the governor away from power efficiency (API 35+); off, the
/// session runs with the platform default, as it did before the overhaul.
pub fn create(target_ns: i64, tids: &[i32], prefer_performance: bool) -> Option<Self> {
if target_ns <= 0 || tids.is_empty() { if target_ns <= 0 || tids.is_empty() {
return None; return None;
} }
@@ -119,10 +121,12 @@ impl HintSession {
// Tell the governor NOT to bias this session toward power efficiency (API 35+): our loop is // Tell the governor NOT to bias this session toward power efficiency (API 35+): our loop is
// latency-critical, so we want it kept on fast cores at high clocks over battery savings. // latency-critical, so we want it kept on fast cores at high clocks over battery savings.
// Best-effort; absent below API 35. // Best-effort; absent below API 35.
if prefer_performance {
if let Some(f) = api.set_prefer_power_efficiency { if let Some(f) = api.set_prefer_power_efficiency {
// SAFETY: `session` is the live session just created; the fn takes it + a bool. // SAFETY: `session` is the live session just created; the fn takes it + a bool.
unsafe { f(session, false) }; unsafe { f(session, false) };
} }
}
Some(Self { api, session }) Some(Self { api, session })
} }
+14 -5
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@@ -116,8 +116,10 @@ pub struct AudioPlayback {
impl AudioPlayback { impl AudioPlayback {
/// Open AAudio (LowLatency, 48 kHz/f32, the host-resolved channel layout) with a realtime /// Open AAudio (LowLatency, 48 kHz/f32, the host-resolved channel layout) with a realtime
/// callback draining a jitter ring, then spawn the Opus decode thread. `None` on failure (the /// callback draining a jitter ring, then spawn the Opus decode thread. `None` on failure (the
/// caller leaves video streaming). /// caller leaves video streaming). `game_audio` (the experimental low-latency mode) tags the
pub fn start(client: Arc<NativeClient>) -> Option<AudioPlayback> { /// stream usage=Game for the HAL's game-audio routing; off, the stream is untagged as it was
/// before the overhaul.
pub fn start(client: Arc<NativeClient>, game_audio: bool) -> Option<AudioPlayback> {
// Build playback from the host-RESOLVED channel count (never the request): 2 = stereo / // Build playback from the host-RESOLVED channel count (never the request): 2 = stereo /
// 6 = 5.1 / 8 = 7.1, canonical wire order FL FR FC LFE RL RR SL SR. // 6 = 5.1 / 8 = 7.1, canonical wire order FL FR FC LFE RL RR SL SR.
let channels = punktfunk_core::audio::normalize_channels(client.audio_channels) as usize; let channels = punktfunk_core::audio::normalize_channels(client.audio_channels) as usize;
@@ -226,7 +228,7 @@ impl AudioPlayback {
AudioCallbackResult::Continue AudioCallbackResult::Continue
}; };
let stream = AudioStreamBuilder::new()? let builder = AudioStreamBuilder::new()?
.direction(AudioDirection::Output) .direction(AudioDirection::Output)
.sample_rate(SAMPLE_RATE) .sample_rate(SAMPLE_RATE)
// The wire order (FL FR FC LFE RL RR SL SR) is the standard AAudio/Android channel // The wire order (FL FR FC LFE RL RR SL SR) is the standard AAudio/Android channel
@@ -234,12 +236,19 @@ impl AudioPlayback {
// from `channel_count` (the ndk crate's builder exposes no setChannelMask); the host // from `channel_count` (the ndk crate's builder exposes no setChannelMask); the host
// captures + Opus-encodes in exactly this order. // captures + Opus-encodes in exactly this order.
.channel_count(channels as i32) .channel_count(channels as i32)
.format(AudioFormat::PCM_Float) .format(AudioFormat::PCM_Float);
// Tag the stream as game audio (usage=Game / content=Movie): the audio HAL applies // Tag the stream as game audio (usage=Game / content=Movie): the audio HAL applies
// its low-latency game-audio routing/policy and it's grouped correctly with the // its low-latency game-audio routing/policy and it's grouped correctly with the
// game-mode profile. Advisory — ignored where the device has no such policy. // game-mode profile. Advisory — ignored where the device has no such policy. Part of
// the experimental low-latency stack; off, the stream stays untagged.
let builder = if game_audio {
builder
.usage(AudioUsage::Game) .usage(AudioUsage::Game)
.content_type(AudioContentType::Movie) .content_type(AudioContentType::Movie)
} else {
builder
};
let stream = builder
.performance_mode(AudioPerformanceMode::LowLatency) .performance_mode(AudioPerformanceMode::LowLatency)
.sharing_mode(sharing) .sharing_mode(sharing)
.data_callback(Box::new(callback)) .data_callback(Box::new(callback))
+48 -20
View File
@@ -36,9 +36,11 @@ const IN_FLIGHT_CAP: usize = 64;
/// this deep is a lost datagram (or an old host that never sends any) and gets evicted. /// this deep is a lost datagram (or an old host that never sends any) and gets evicted.
const PENDING_SPLIT_CAP: usize = 256; const PENDING_SPLIT_CAP: usize = 256;
/// Whether to run the event-driven async decode loop (default) or the synchronous poll loop kept as /// Whether low-latency mode uses the event-driven async decode loop (default) or the synchronous
/// a bring-up fallback. Flip to `false` to A/B the two on the HUD (`design/…`); the async loop /// poll loop. Flip to `false` to A/B the two on the HUD (`design/…`); the async loop presents a
/// presents a decoded frame the instant it's ready instead of waiting out a poll interval. /// decoded frame the instant it's ready instead of waiting out a poll interval. Only consulted when
/// the user's "Low-latency mode (experimental)" toggle is ON — off, the sync loop always runs (the
/// original pipeline).
const USE_ASYNC_DECODE: bool = true; const USE_ASYNC_DECODE: bool = true;
/// Per-session decode configuration, resolved by the JNI layer (`nativeStartVideo`) and passed to /// Per-session decode configuration, resolved by the JNI layer (`nativeStartVideo`) and passed to
@@ -50,8 +52,10 @@ pub(crate) struct DecodeOptions {
/// Whether Kotlin found the chosen decoder advertises `FEATURE_LowLatency` (queryable only via /// Whether Kotlin found the chosen decoder advertises `FEATURE_LowLatency` (queryable only via
/// the Java `CodecCapabilities` API) — surfaced on the HUD next to the decoder name. /// the Java `CodecCapabilities` API) — surfaced on the HUD next to the decoder name.
pub ll_feature: bool, pub ll_feature: bool,
/// The user's "Low-latency mode" master toggle (default on ⇒ full aggressive profile; off ⇒ /// The user's "Low-latency mode (experimental)" master toggle. On ⇒ the full overhaul: async
/// conservative, an escape hatch for a device that throttles under the clocks). /// decode loop, per-SoC vendor keys, pipeline thread boosts, ADPF max-performance, forced TV
/// mode switch. Off (default) ⇒ the original pre-overhaul pipeline, kept as the known-good
/// baseline while the overhaul is experimental.
pub low_latency_mode: bool, pub low_latency_mode: bool,
/// TV form factor (Kotlin's `UiModeManager`): actively drive the HDMI output into the stream's /// TV form factor (Kotlin's `UiModeManager`): actively drive the HDMI output into the stream's
/// refresh mode, vs. the softer seamless hint on a phone/tablet. /// refresh mode, vs. the softer seamless hint on a phone/tablet.
@@ -67,17 +71,16 @@ pub fn run(
stats: Arc<crate::stats::VideoStats>, stats: Arc<crate::stats::VideoStats>,
opts: DecodeOptions, opts: DecodeOptions,
) { ) {
if USE_ASYNC_DECODE { if opts.low_latency_mode && USE_ASYNC_DECODE {
run_async(client, window, shutdown, stats, opts); run_async(client, window, shutdown, stats, opts);
} else { } else {
run_sync(client, window, shutdown, stats, opts); run_sync(client, window, shutdown, stats, opts);
} }
} }
/// The synchronous poll loop — the original decode path, kept as a bring-up fallback behind /// The synchronous poll loop — the original decode path: the only one when low-latency mode is off,
/// [`USE_ASYNC_DECODE`]. Feeds and drains on this one thread; the only blocking wait is a short /// and the [`USE_ASYNC_DECODE`] A/B fallback when it's on. Feeds and drains on this one thread; the
/// output dequeue while input is backed up. /// only blocking wait is a short output dequeue while input is backed up.
#[allow(dead_code)]
fn run_sync( fn run_sync(
client: Arc<NativeClient>, client: Arc<NativeClient>,
window: NativeWindow, window: NativeWindow,
@@ -160,7 +163,11 @@ fn run_sync(
// above our API-28 floor, so we resolve it at runtime (see `try_set_frame_rate`) rather than link // above our API-28 floor, so we resolve it at runtime (see `try_set_frame_rate`) rather than link
// it — a hard import would stop `libpunktfunk_android.so` loading at all on API 28/29. Absent // it — a hard import would stop `libpunktfunk_android.so` loading at all on API 28/29. Absent
// there ⇒ we simply skip the hint (non-fatal; the stream renders fine without it). // there ⇒ we simply skip the hint (non-fatal; the stream renders fine without it).
if mode.refresh_hz > 0 && !try_set_frame_rate(&window, mode.refresh_hz as f32, is_tv) { // The forced TV mode switch (`is_tv` ⇒ ALWAYS strategy) is part of the experimental stack;
// off, every form factor gets the original soft seamless hint.
if mode.refresh_hz > 0
&& !try_set_frame_rate(&window, mode.refresh_hz as f32, is_tv && low_latency_mode)
{
log::debug!( log::debug!(
"decode: set_frame_rate({} Hz) unavailable/declined (non-fatal)", "decode: set_frame_rate({} Hz) unavailable/declined (non-fatal)",
mode.refresh_hz mode.refresh_hz
@@ -319,8 +326,12 @@ fn run_sync(
// or where the platform declines → `None`, and the loop runs unhinted). // or where the platform declines → `None`, and the loop runs unhinted).
hint_tried = true; hint_tried = true;
let tids = client.hot_thread_ids(); let tids = client.hot_thread_ids();
// The pump/audio priority boost is part of the experimental low-latency stack; the
// ADPF session itself predates it and always runs (max-performance bias gated inside).
if low_latency_mode {
boost_hot_threads(&tids); boost_hot_threads(&tids);
hint = crate::adpf::HintSession::create(frame_period_ns, &tids); }
hint = crate::adpf::HintSession::create(frame_period_ns, &tids, low_latency_mode);
log::info!( log::info!(
"decode: ADPF hint session {} — {} hot thread(s), target {frame_period_ns} ns", "decode: ADPF hint session {} — {} hot thread(s), target {frame_period_ns} ns",
if hint.is_some() { if hint.is_some() {
@@ -396,12 +407,15 @@ fn create_codec(mime: &str, preferred: Option<&str>) -> Option<MediaCodec> {
MediaCodec::from_decoder_type(mime) MediaCodec::from_decoder_type(mime)
} }
/// Apply the low-latency MediaFormat keys for `codec_name`. The standard AOSP `low-latency` key is /// Apply the low-latency MediaFormat keys for `codec_name`.
/// always set (API 30+, harmless/ignored elsewhere). When `aggressive` (the "Low-latency mode" ///
/// master toggle) we additionally set MediaTek's `vdec-lowlatency` (unconditionally — ignored off /// `aggressive` = the "Low-latency mode (experimental)" master toggle. **Off** (default) ⇒ the
/// MediaTek), the per-SoC vendor extension keys (gated on the decoder-name prefix the way /// pre-overhaul key set, byte-for-byte — the standard `low-latency` key, the blind Qualcomm vendor
/// Moonlight-Android does, since a key one vendor honours is meaningless on another), and one clock /// twin, `priority = 0` AND `operating-rate = MAX` set together — kept as the known-good baseline
/// hint. Off ⇒ the standard key only, a gentler profile for a device that throttles under max clocks. /// (the profile every device streamed with before the overhaul). **On** ⇒ the Moonlight-parity
/// profile: MediaTek's `vdec-lowlatency` (unconditionally — ignored off MediaTek), the per-SoC
/// vendor extension keys (gated on the decoder-name prefix the way Moonlight-Android does, since a
/// key one vendor honours is meaningless on another), and one *mutually exclusive* clock hint.
/// ///
/// Vendor keys mirror Moonlight's `MediaCodecHelper` (verified against current source): Qualcomm /// Vendor keys mirror Moonlight's `MediaCodecHelper` (verified against current source): Qualcomm
/// picture-order + low-latency, Exynos (also Google Tensor), Amlogic, HiSilicon, MediaTek. NVIDIA /// picture-order + low-latency, Exynos (also Google Tensor), Amlogic, HiSilicon, MediaTek. NVIDIA
@@ -411,6 +425,12 @@ fn configure_low_latency(format: &mut MediaFormat, codec_name: &str, aggressive:
// Standard key: request the no-reorder low-latency path where the platform decoder supports it. // Standard key: request the no-reorder low-latency path where the platform decoder supports it.
format.set_i32("low-latency", 1); format.set_i32("low-latency", 1);
if !aggressive { if !aggressive {
// The original profile: the Qualcomm vendor twin set blind (unknown keys are ignored by
// other vendors' codecs), realtime priority, and the AOSP "unbounded" operating-rate
// sentinel — decode each frame at max clocks rather than pacing to the frame rate.
format.set_i32("vendor.qti-ext-dec-low-latency.enable", 1);
format.set_i32("priority", 0); // 0 = realtime
format.set_i32("operating-rate", i16::MAX as i32); // 32767 = "as fast as possible"
return; return;
} }
// MediaTek's low-latency key — very common (mid/budget phones + many Google TV / Fire TV boxes). // MediaTek's low-latency key — very common (mid/budget phones + many Google TV / Fire TV boxes).
@@ -600,7 +620,11 @@ fn run_async(
mode.width, mode.width,
mode.height mode.height
); );
if mode.refresh_hz > 0 && !try_set_frame_rate(&window, mode.refresh_hz as f32, is_tv) { // The forced TV mode switch (`is_tv` ⇒ ALWAYS strategy) is part of the experimental stack;
// off, every form factor gets the original soft seamless hint.
if mode.refresh_hz > 0
&& !try_set_frame_rate(&window, mode.refresh_hz as f32, is_tv && low_latency_mode)
{
log::debug!( log::debug!(
"decode: set_frame_rate({} Hz) unavailable/declined (non-fatal)", "decode: set_frame_rate({} Hz) unavailable/declined (non-fatal)",
mode.refresh_hz mode.refresh_hz
@@ -716,8 +740,12 @@ fn run_async(
if !hint_tried { if !hint_tried {
hint_tried = true; hint_tried = true;
let tids = client.hot_thread_ids(); let tids = client.hot_thread_ids();
// The pump/audio priority boost is part of the experimental low-latency stack; the
// ADPF session itself predates it and always runs (max-performance bias gated inside).
if low_latency_mode {
boost_hot_threads(&tids); boost_hot_threads(&tids);
hint = crate::adpf::HintSession::create(frame_period_ns, &tids); }
hint = crate::adpf::HintSession::create(frame_period_ns, &tids, low_latency_mode);
log::info!( log::info!(
"decode: ADPF hint session {} — {} hot thread(s), target {frame_period_ns} ns", "decode: ADPF hint session {} — {} hot thread(s), target {frame_period_ns} ns",
if hint.is_some() { if hint.is_some() {
+71 -2
View File
@@ -32,8 +32,23 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeGenerateIde
} }
} }
/// `NativeBridge.nativeSetLowLatencyMode(enabled)` — apply the user's "Low-latency mode
/// (experimental)" toggle to the process-wide transport defaults, today just DSCP/QoS marking on
/// the media sockets. Must be called BEFORE `nativeConnect` (the tag is applied at socket
/// creation); Kotlin's one connect choke point (`HostConnect.connectToHost`) does. The rest of the
/// toggle rides explicit per-session parameters (`nativeStartVideo` / `nativeStartAudio`).
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSetLowLatencyMode(
_env: JNIEnv,
_this: JObject,
enabled: jboolean,
) {
punktfunk_core::transport::set_dscp_default(enabled != 0);
}
/// `NativeBridge.nativeConnect(host, port, w, h, hz, certPem, keyPem, pinHex, bitrateKbps, /// `NativeBridge.nativeConnect(host, port, w, h, hz, certPem, keyPem, pinHex, bitrateKbps,
/// compositorPref, gamepadPref, hdrEnabled, audioChannels, preferredCodec, timeoutMs): Long`. /// compositorPref, gamepadPref, hdrEnabled, audioChannels, preferredCodec, timeoutMs, launch): Long`.
/// `launch` (empty ⇒ none) is a store-qualified library id to boot straight into a game.
/// `certPem`/`keyPem` empty = anonymous, else presented as the persistent identity. `pinHex` empty /// `certPem`/`keyPem` empty = anonymous, else presented as the persistent identity. `pinHex` empty
/// = TOFU (read `nativeHostFingerprint` after), else 64-hex SHA-256 to pin the host (mismatch → 0). /// = TOFU (read `nativeHostFingerprint` after), else 64-hex SHA-256 to pin the host (mismatch → 0).
/// `bitrateKbps` 0 = host default. `compositorPref`/`gamepadPref` are `CompositorPref`/`GamepadPref` /// `bitrateKbps` 0 = host default. `compositorPref`/`gamepadPref` are `CompositorPref`/`GamepadPref`
@@ -63,6 +78,7 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect<'lo
audio_channels: jint, audio_channels: jint,
preferred_codec: jint, preferred_codec: jint,
timeout_ms: jint, timeout_ms: jint,
launch: JString<'local>,
) -> jlong { ) -> jlong {
let host: String = match env.get_string(&host) { let host: String = match env.get_string(&host) {
Ok(s) => s.into(), Ok(s) => s.into(),
@@ -74,6 +90,13 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect<'lo
.unwrap_or_default(); .unwrap_or_default();
let key: String = env.get_string(&key_pem).map(Into::into).unwrap_or_default(); let key: String = env.get_string(&key_pem).map(Into::into).unwrap_or_default();
let pin_hex: String = env.get_string(&pin_hex).map(Into::into).unwrap_or_default(); let pin_hex: String = env.get_string(&pin_hex).map(Into::into).unwrap_or_default();
// A store-qualified library id (`steam:<appid>` / `custom:<id>`) to boot straight into a game;
// null / empty ⇒ None (a plain desktop connect). Rides the Hello as `launch`.
let launch: Option<String> = env
.get_string(&launch)
.map(Into::into)
.ok()
.filter(|s: &String| !s.is_empty());
let identity: Option<(String, String)> = if cert.is_empty() || key.is_empty() { let identity: Option<(String, String)> = if cert.is_empty() || key.is_empty() {
None None
@@ -124,7 +147,7 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect<'lo
// + the soft `preferred_codec` and echoes it in `connector.codec`, which drives the mime below. // + the soft `preferred_codec` and echoes it in `connector.codec`, which drives the mime below.
punktfunk_core::quic::CODEC_H264 | punktfunk_core::quic::CODEC_HEVC, punktfunk_core::quic::CODEC_H264 | punktfunk_core::quic::CODEC_HEVC,
preferred_codec.clamp(0, u8::MAX as jint) as u8, preferred_codec.clamp(0, u8::MAX as jint) as u8,
None, // launch: default app launch, // a store-qualified library id to boot into a game, or None for the desktop
pin, // Some → Crypto on host-fp mismatch pin, // Some → Crypto on host-fp mismatch
identity, // owned (cert, key) PEM, or None (anonymous) identity, // owned (cert, key) PEM, or None (anonymous)
// Handshake budget from Kotlin: ~10 s for a normal connect, ~185 s for "request access" // Handshake budget from Kotlin: ~10 s for a normal connect, ~185 s for "request access"
@@ -170,6 +193,30 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeClose(
}) })
} }
/// `NativeBridge.nativeDisconnectQuit(handle)` — signal a DELIBERATE user quit before `nativeClose`,
/// so the session closes with `QUIT_CLOSE_CODE` and the host tears it down immediately instead of
/// holding the keep-alive linger for a reconnect. Call from an explicit disconnect action only (a
/// plain drop / app-background keeps the linger). The handle is only BORROWED (not freed). No-op on `0`.
///
/// # Safety contract
/// `handle` must be `0` or a live handle from [`Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect`],
/// not freed / closed concurrently with this call (Kotlin still owns it and closes it via `nativeClose`).
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeDisconnectQuit(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) {
jni_guard((), || {
if handle != 0 {
// SAFETY: per the contract, `handle` is a live `Box<SessionHandle>` — we only borrow it
// (no drop), so it stays owned by Kotlin for the later `nativeClose`.
let sh = unsafe { &*(handle as *const SessionHandle) };
sh.client.disconnect_quit();
}
})
}
/// `NativeBridge.nativeHostFingerprint(handle): String` — the SHA-256 (64-hex) of the cert the host /// `NativeBridge.nativeHostFingerprint(handle): String` — the SHA-256 (64-hex) of the cert the host
/// presented on this connection. Valid after a successful `nativeConnect`; Kotlin pins it on a TOFU /// presented on this connection. Valid after a successful `nativeConnect`; Kotlin pins it on a TOFU
/// connect. `""` on a `0` handle. /// connect. `""` on a `0` handle.
@@ -192,6 +239,28 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeHostFingerp
} }
} }
/// `NativeBridge.nativeSessionEnded(handle): Boolean` — has the underlying QUIC session ended?
/// `true` once the connection closed (a host suspend / crash / network drop idle-timed it out, or the
/// host closed it) — from then on no more frames arrive and the video sits frozen on its last one.
/// Kotlin's stream watchdog polls this (~1 Hz) to leave a dead stream and return to the menu (where
/// the user can Wake-on-LAN the host) instead of stranding them on a frozen frame. `false` on a `0`
/// handle. Cheap (one atomic load); safe on the UI thread.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSessionEnded(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) -> jboolean {
jni_guard(0, || {
if handle == 0 {
return 0;
}
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
jboolean::from(h.client.is_session_ended())
})
}
/// `NativeBridge.nativePair(host, port, certPem, keyPem, pin, name): String` — run the SPAKE2 PIN /// `NativeBridge.nativePair(host, port, certPem, keyPem, pin, name): String` — run the SPAKE2 PIN
/// ceremony, presenting our persistent identity. On success returns the host's verified fingerprint /// ceremony, presenting our persistent identity. On success returns the host's verified fingerprint
/// (64-hex) to persist + pin; on any failure (wrong PIN / MITM / host reject / unreachable) returns /// (64-hex) to persist + pin; on any failure (wrong PIN / MITM / host reject / unreachable) returns
+6 -3
View File
@@ -233,14 +233,17 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSetVideoSta
}) })
} }
/// `NativeBridge.nativeStartAudio(handle)` — start the Opus→AAudio playback thread. No-op if already /// `NativeBridge.nativeStartAudio(handle, lowLatencyMode)` — start the Opus→AAudio playback thread.
/// started or on a `0` handle. Best-effort: a failure leaves video streaming. /// `lowLatencyMode` (the experimental toggle) tags the stream usage=Game for the HAL's game-audio
/// routing. No-op if already started or on a `0` handle. Best-effort: a failure leaves video
/// streaming.
#[cfg(target_os = "android")] #[cfg(target_os = "android")]
#[no_mangle] #[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStartAudio( pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStartAudio(
_env: JNIEnv, _env: JNIEnv,
_this: JObject, _this: JObject,
handle: jlong, handle: jlong,
low_latency_mode: jboolean,
) { ) {
if handle == 0 { if handle == 0 {
return; return;
@@ -251,7 +254,7 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStartAudio(
if guard.is_some() { if guard.is_some() {
return; // already playing return; // already playing
} }
match crate::audio::AudioPlayback::start(h.client.clone()) { match crate::audio::AudioPlayback::start(h.client.clone(), low_latency_mode != 0) {
Some(p) => *guard = Some(p), Some(p) => *guard = Some(p),
None => log::error!("nativeStartAudio: playback init failed (video unaffected)"), None => log::error!("nativeStartAudio: playback init failed (video unaffected)"),
} }
@@ -432,6 +432,7 @@
GENERATE_INFOPLIST_FILE = YES; GENERATE_INFOPLIST_FILE = YES;
INFOPLIST_FILE = Config/Info.plist; INFOPLIST_FILE = Config/Info.plist;
INFOPLIST_KEY_CFBundleDisplayName = Punktfunk; INFOPLIST_KEY_CFBundleDisplayName = Punktfunk;
INFOPLIST_KEY_GCSupportsControllerUserInteraction = YES;
INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities"; INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities";
INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input."; INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input.";
INFOPLIST_KEY_NSMicrophoneUsageDescription = "Your microphone is streamed to the connected punktfunk host, where it appears as a virtual microphone."; INFOPLIST_KEY_NSMicrophoneUsageDescription = "Your microphone is streamed to the connected punktfunk host, where it appears as a virtual microphone.";
@@ -471,6 +472,7 @@
GENERATE_INFOPLIST_FILE = YES; GENERATE_INFOPLIST_FILE = YES;
INFOPLIST_FILE = Config/Info.plist; INFOPLIST_FILE = Config/Info.plist;
INFOPLIST_KEY_CFBundleDisplayName = Punktfunk; INFOPLIST_KEY_CFBundleDisplayName = Punktfunk;
INFOPLIST_KEY_GCSupportsControllerUserInteraction = YES;
INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities"; INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities";
INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input."; INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input.";
INFOPLIST_KEY_NSMicrophoneUsageDescription = "Your microphone is streamed to the connected punktfunk host, where it appears as a virtual microphone."; INFOPLIST_KEY_NSMicrophoneUsageDescription = "Your microphone is streamed to the connected punktfunk host, where it appears as a virtual microphone.";
@@ -276,7 +276,10 @@ final class SessionModel: ObservableObject {
disconnect() disconnect()
} }
func disconnect() { /// Tear the session down. `deliberate` (the default) means a user-initiated quit signal
/// `disconnectQuit()` so the host skips the keep-alive linger; `sessionEnded()` (a host-ended /
/// dropped session) passes `false` to leave the linger intact.
func disconnect(deliberate: Bool = true) {
statsTimer?.invalidate() statsTimer?.invalidate()
statsTimer = nil statsTimer = nil
let audio = self.audio let audio = self.audio
@@ -294,6 +297,8 @@ final class SessionModel: ObservableObject {
Task.detached { Task.detached {
audio?.stop() audio?.stop()
feedback?.stop() feedback?.stop()
// Deliberate user quit tell the host to skip the keep-alive linger (must precede close).
if deliberate { conn.disconnectQuit() }
conn.close() conn.close()
} }
} else { } else {
@@ -321,7 +326,7 @@ final class SessionModel: ObservableObject {
func sessionEnded() { func sessionEnded() {
guard connection != nil else { return } guard connection != nil else { return }
let name = activeHost?.displayName ?? "host" let name = activeHost?.displayName ?? "host"
disconnect() disconnect(deliberate: false) // host/network ended it keep the linger for a reconnect
errorMessage = "Session ended by \(name)." errorMessage = "Session ended by \(name)."
} }
@@ -759,6 +759,17 @@ public final class PunktfunkConnection {
_ = punktfunk_connection_send_input(h, &ev) _ = punktfunk_connection_send_input(h, &ev)
} }
/// Signal a **deliberate** user-initiated quit before ``close()``: the connection closes with
/// `QUIT_CLOSE_CODE` (81) so the host tears the session down immediately instead of holding the
/// keep-alive linger for a reconnect. Call only from an explicit "Disconnect" action NOT from a
/// network drop / host-ended / app-background (those keep the linger). Idempotent, safe pre-close.
public func disconnectQuit() {
abiLock.lock()
defer { abiLock.unlock() }
guard let h = handle, !closeRequested else { return }
punktfunk_connection_disconnect_quit(h)
}
/// Close the connection and free the handle. Safe from any thread, idempotent; waits /// Close the connection and free the handle. Safe from any thread, idempotent; waits
/// for in-flight pulls ( their timeouts) before tearing down. /// for in-flight pulls ( their timeouts) before tearing down.
public func close() { public func close() {
@@ -84,15 +84,6 @@ public final class InputCapture {
/// its Esc suppression need it in both states). /// its Esc suppression need it in both states).
private var cmdKeysDown: Set<UInt32> = [] private var cmdKeysDown: Set<UInt32> = []
#if os(macOS)
/// Previous raw `NSEvent.modifierFlags.rawValue` (LOW 16 bits intact those carry the
/// device-dependent L/R bits). Modifier keys never fire keyDown/keyUp on macOS; they
/// arrive as flagsChanged, which doesn't carry down-vs-up we recover that by diffing
/// this snapshot. Resynced (not diffed) while forwarding is off so a modifier held
/// across a capture toggle can't produce a phantom transition on re-engage.
private var prevModFlags: UInt = 0
#endif
/// While true, mouse/keyboard flow to the host and key NSEvents are swallowed /// While true, mouse/keyboard flow to the host and key NSEvents are swallowed
/// locally; while false the user is interacting with the local UI (dragging the /// locally; while false the user is interacting with the local UI (dragging the
/// window, clicking the HUD) and nothing is forwarded. Main-queue only. /// window, clicking the HUD) and nothing is forwarded. Main-queue only.
@@ -279,12 +270,6 @@ public final class InputCapture {
residualY = 0 residualY = 0
residualScrollX = 0 residualScrollX = 0
residualScrollY = 0 residualScrollY = 0
#if os(macOS)
// Drop the modifier snapshot too: a flagsChanged transition can be missed if focus
// leaves mid-chord, and the next handleFlagsChanged resyncs from a clean slate (it
// resyncs while released anyway, but this keeps stuck state from outliving a blur).
prevModFlags = 0
#endif
} }
/// Release any held MOUSE buttons host-side, leaving keyboard state untouched. Used when /// Release any held MOUSE buttons host-side, leaving keyboard state untouched. Used when
@@ -359,39 +344,52 @@ public final class InputCapture {
} }
/// NSEvent modifier path (macOS): modifier keys never fire keyDown/keyUp they arrive /// NSEvent modifier path (macOS): modifier keys never fire keyDown/keyUp they arrive
/// as flagsChanged, which carries no down-vs-up. We diff the raw flags against the prior /// as flagsChanged, which carries no down-vs-up. `keyCode` names the key that changed
/// snapshot to recover each transition, and the changed key's L/R identity from the /// (kVK_Control & co., already L/R-specific); `resolveModifier` recovers the direction
/// device-dependent bits in the LOW 16 bits (the .deviceIndependentFlagsMask the /// from the flags. Fed `event.keyCode` + `UInt(event.modifierFlags.rawValue)` LOW 16
/// monitor uses deliberately strips exactly these do NOT pre-mask here). Each side maps /// bits intact, they carry the device-dependent L/R bits (the .deviceIndependentFlagsMask
/// to the same L/R modifier VK `hidToVK` already emits, so the host needs no change. /// the monitor uses deliberately strips exactly these do NOT pre-mask here).
/// Fed `UInt(event.modifierFlags.rawValue)`. public func handleFlagsChanged(keyCode: UInt16, rawFlags: UInt) {
public func handleFlagsChanged(_ rawFlags: UInt) { if inputDebug {
// While released we only resync the snapshot, so a modifier held across a capture inputLog.debug(
// toggle doesn't show up as a spurious transition the moment forwarding re-engages. "flagsChanged keyCode \(keyCode, privacy: .public) flags 0x\(String(rawFlags, radix: 16), privacy: .public) forwarding \(self.forwarding, privacy: .public)")
guard forwarding else {
prevModFlags = rawFlags
return
} }
// (device-dependent mask, VK). LOW-16-bit masks from IOLLEvent.h (NX_DEVICE*MASK): guard forwarding else { return }
// Lshift 0x2 Rshift 0x4 | Lctrl 0x1 Rctrl 0x2000 | Lalt 0x20 Ralt 0x40 | Lcmd 0x8 Rcmd 0x10. guard let (vk, down) = Self.resolveModifier(
let table: [(UInt, UInt32)] = [ keyCode: keyCode, rawFlags: rawFlags, isDown: { pressedVKs.contains($0) })
(0x2, 0xA0), (0x4, 0xA1), // VK_LSHIFT / VK_RSHIFT else { return } // Fn / Caps Lock / unknown nothing the host consumes on this path
(0x1, 0xA2), (0x2000, 0xA3), // VK_LCONTROL / VK_RCONTROL
(0x20, 0xA4), (0x40, 0xA5), // VK_LMENU / VK_RMENU (left/right alt-option)
(0x8, 0x5B), (0x10, 0x5C), // VK_LWIN / VK_RWIN (left/right command)
]
for (mask, vk) in table {
let now = (rawFlags & mask) != 0
let was = (prevModFlags & mask) != 0
guard now != was else { continue }
// Keep cmdKeysDown in step (the toggle + Esc suppression read it); sendKey // Keep cmdKeysDown in step (the toggle + Esc suppression read it); sendKey
// adds the VK to pressedVKs so releaseAll/blur flushes a held modifier cleanly. // adds the VK to pressedVKs so releaseAll/blur flushes a held modifier cleanly.
if vk == 0x5B || vk == 0x5C { if vk == 0x5B || vk == 0x5C {
if now { cmdKeysDown.insert(vk) } else { cmdKeysDown.remove(vk) } if down { cmdKeysDown.insert(vk) } else { cmdKeysDown.remove(vk) }
} }
sendKey(vk, down: now) sendKey(vk, down: down)
} }
prevModFlags = rawFlags
/// Resolve one flagsChanged transition to (Windows VK, down). The changed key is
/// `keyCode`; the direction comes from the flags. The device-dependent L/R bits (LOW
/// 16 bits, NX_DEVICE*KEYMASK) disambiguate the two same-class keys, but some
/// keyboards ship flagsChanged WITHOUT them only the device-independent class
/// bit (NX_CONTROLMASK & co.) is set. A pure diff of the device bits silently drops
/// those keys (seen live: Control never forwarded), so this is keyCode-driven with the
/// flags as evidence: class bit clear the key went up; device bits present they
/// say which side is held now; class bit set with NO device bits flip the held state
/// we track (`isDown`, from pressedVKs SDL ships the same fallback). Each keyCode
/// maps to the L/R modifier VK `hidToVK` already emits, so the host needs no change.
/// Returns nil for modifiers the host doesn't consume on this path (Fn, Caps Lock).
static func resolveModifier(
keyCode: UInt16, rawFlags: UInt, isDown: (UInt32) -> Bool
) -> (vk: UInt32, down: Bool)? {
guard let mod = modifierBits[keyCode] else { return nil }
let down: Bool
if rawFlags & mod.classMask == 0 {
down = false
} else if rawFlags & (mod.deviceBit | mod.siblingBit) != 0 {
down = rawFlags & mod.deviceBit != 0
} else {
down = !isDown(mod.vk)
}
return (mod.vk, down)
} }
#endif #endif
@@ -98,5 +98,23 @@ extension InputCapture {
m[0x47] = 0x90 // KP clear sits where NumLock is VK_NUMLOCK. (KP equals 0x51 dropped.) m[0x47] = 0x90 // KP clear sits where NumLock is VK_NUMLOCK. (KP equals 0x51 dropped.)
return m return m
}() }()
/// NSEvent.keyCode of each modifier key (kVK_Shift & co. modifiers arrive only as
/// flagsChanged) its Windows VK plus the `NSEvent.modifierFlags` bits that describe
/// it: `classMask` is the device-INDEPENDENT NX_*MASK for the modifier class,
/// `deviceBit`/`siblingBit` the device-dependent bits (LOW 16 bits, NX_DEVICE*KEYMASK
/// in IOLLEvent.h) for this key and its opposite-side twin. Consumed by
/// `resolveModifier`, which explains why both kinds of bit are needed.
static let modifierBits:
[UInt16: (vk: UInt32, classMask: UInt, deviceBit: UInt, siblingBit: UInt)] = [
56: (0xA0, 0x2_0000, 0x2, 0x4), // left shift VK_LSHIFT
60: (0xA1, 0x2_0000, 0x4, 0x2), // right shift VK_RSHIFT
59: (0xA2, 0x4_0000, 0x1, 0x2000), // left control VK_LCONTROL
62: (0xA3, 0x4_0000, 0x2000, 0x1), // right control VK_RCONTROL
58: (0xA4, 0x8_0000, 0x20, 0x40), // left option VK_LMENU
61: (0xA5, 0x8_0000, 0x40, 0x20), // right option VK_RMENU
55: (0x5B, 0x10_0000, 0x8, 0x10), // left command VK_LWIN
54: (0x5C, 0x10_0000, 0x10, 0x8), // right command VK_RWIN
]
#endif #endif
} }
@@ -346,10 +346,13 @@ public final class StreamLayerView: NSView {
super.keyUp(with: event) super.keyUp(with: event)
} }
/// Modifier keys (shift/control/option/command) arrive ONLY as flagsChanged on macOS, /// Modifier keys (shift/control/option/command) arrive ONLY as flagsChanged on macOS,
/// never keyDown/keyUp InputCapture diffs the raw flags to recover each L/R down/up. /// never keyDown/keyUp the changed key is `event.keyCode`; InputCapture resolves the
/// down-vs-up direction from the flags (diffing the device-dependent flag bits alone
/// proved unreliable some keyboards omit them, which silently dropped Control).
public override func flagsChanged(with event: NSEvent) { public override func flagsChanged(with event: NSEvent) {
if captured, let inputCapture { if captured, let inputCapture {
inputCapture.handleFlagsChanged(UInt(event.modifierFlags.rawValue)) inputCapture.handleFlagsChanged(
keyCode: event.keyCode, rawFlags: UInt(event.modifierFlags.rawValue))
return return
} }
super.flagsChanged(with: event) super.flagsChanged(with: event)
@@ -0,0 +1,87 @@
#if os(macOS)
import XCTest
@testable import PunktfunkKit
/// Pins the macOS flagsChanged modifier-VK resolution (InputCapture.resolveModifier).
/// Modifier keys arrive only as flagsChanged, which carries no down-vs-up: the changed key
/// is the event's keyCode, and the direction is recovered from the flag bits with a
/// held-state fallback for keyboards that omit the device-dependent L/R bits (the gap that
/// used to silently drop Control when the transition was diffed from those bits alone).
final class ModifierResolveTests: XCTestCase {
/// Resolve with a fixed already-held answer for the fallback path.
private func resolve(
keyCode: UInt16, rawFlags: UInt, held: Bool = false
) -> (vk: UInt32, down: Bool)? {
InputCapture.resolveModifier(keyCode: keyCode, rawFlags: rawFlags) { _ in held }
}
// MARK: Keyboards that report the device-dependent L/R bits (the common case)
func testControlPressAndReleaseWithDeviceBits() {
// Real left-Control down: NX_CONTROLMASK | NX_DEVICELCTLKEYMASK (+ misc low bits).
let down = resolve(keyCode: 59, rawFlags: 0x4_0101)
XCTAssertEqual(down?.vk, 0xA2) // VK_LCONTROL
XCTAssertEqual(down?.down, true)
// Release: the class mask is gone entirely.
let up = resolve(keyCode: 59, rawFlags: 0x100)
XCTAssertEqual(up?.vk, 0xA2)
XCTAssertEqual(up?.down, false)
}
func testRightControlUsesItsOwnDeviceBit() {
let down = resolve(keyCode: 62, rawFlags: 0x4_2000)
XCTAssertEqual(down?.vk, 0xA3) // VK_RCONTROL
XCTAssertEqual(down?.down, true)
}
func testReleasingOneOfTwoHeldControls() {
// Left goes up while right stays held: class mask still set, right device bit
// still set, LEFT device bit cleared the left key must resolve as UP.
let leftUp = resolve(keyCode: 59, rawFlags: 0x4_2000, held: true)
XCTAssertEqual(leftUp?.vk, 0xA2)
XCTAssertEqual(leftUp?.down, false)
}
func testEverySideMapsToItsOwnVK() {
XCTAssertEqual(resolve(keyCode: 56, rawFlags: 0x2_0002)?.vk, 0xA0) // VK_LSHIFT
XCTAssertEqual(resolve(keyCode: 60, rawFlags: 0x2_0004)?.vk, 0xA1) // VK_RSHIFT
XCTAssertEqual(resolve(keyCode: 58, rawFlags: 0x8_0020)?.vk, 0xA4) // VK_LMENU
XCTAssertEqual(resolve(keyCode: 61, rawFlags: 0x8_0040)?.vk, 0xA5) // VK_RMENU
XCTAssertEqual(resolve(keyCode: 55, rawFlags: 0x10_0008)?.vk, 0x5B) // VK_LWIN
XCTAssertEqual(resolve(keyCode: 54, rawFlags: 0x10_0010)?.vk, 0x5C) // VK_RWIN
for (_, down) in [56, 60, 58, 61, 55, 54].compactMap({
self.resolve(keyCode: UInt16($0), rawFlags: 0xFF_FFFF)
}) {
XCTAssertTrue(down)
}
}
// MARK: Keyboards that DON'T report the device bits (the bug this resolver fixes)
func testControlPressWithoutDeviceBitsFallsBackToHeldState() {
// Only NX_CONTROLMASK, no low bits at all: a flag diff of the device bits sees no
// transition and drops the key the fallback must infer DOWN from "not held yet".
let down = resolve(keyCode: 59, rawFlags: 0x4_0000, held: false)
XCTAssertEqual(down?.vk, 0xA2)
XCTAssertEqual(down?.down, true)
// And the mirror release (class cleared) still resolves as UP.
let up = resolve(keyCode: 59, rawFlags: 0, held: true)
XCTAssertEqual(up?.down, false)
}
func testClassBitStillSetButKeyAlreadyHeldResolvesUp() {
// Device-bit-less keyboard, second same-class key still holding the class bit:
// the best available answer for the key that changed is to flip its held state.
let up = resolve(keyCode: 59, rawFlags: 0x4_0000, held: true)
XCTAssertEqual(up?.down, false)
}
// MARK: Modifiers the host doesn't consume on this path
func testFnAndCapsLockResolveToNothing() {
XCTAssertNil(resolve(keyCode: 63, rawFlags: 0x80_0000)) // Fn / Globe
XCTAssertNil(resolve(keyCode: 57, rawFlags: 0x1_0000)) // Caps Lock
}
}
#endif
+15 -3
View File
@@ -154,13 +154,21 @@ pub fn run() -> glib::ExitCode {
builder = builder.flags(gtk::gio::ApplicationFlags::NON_UNIQUE); builder = builder.flags(gtk::gio::ApplicationFlags::NON_UNIQUE);
} }
let app = builder.build(); let app = builder.build();
app.connect_activate(build_ui); // One SDL context for the whole process: `activate` fires again on every subsequent
// launch forwarded to this already-running singleton (another `--connect`, the desktop
// icon clicked twice, …). SDL only ever lets the FIRST thread that calls `sdl3::init()`
// hold the "main thread" — a second `GamepadService::start()` from a later `activate`
// would spawn a new thread that fails that check forever. Starting it once here and
// cloning it into each `build_ui` keeps the worker thread (and its pad state) shared
// across every window instead.
let gamepad = crate::gamepad::GamepadService::start();
app.connect_activate(move |gtk_app| build_ui(gtk_app, gamepad.clone()));
// GTK doesn't see our argv (`--connect` is handled in `build_ui`); an empty argv also // GTK doesn't see our argv (`--connect` is handled in `build_ui`); an empty argv also
// keeps GApplication from rejecting unknown options. // keeps GApplication from rejecting unknown options.
app.run_with_args(&[] as &[&str]) app.run_with_args(&[] as &[&str])
} }
fn build_ui(gtk_app: &adw::Application) { fn build_ui(gtk_app: &adw::Application, gamepad: crate::gamepad::GamepadService) {
let identity = match crate::trust::load_or_create_identity() { let identity = match crate::trust::load_or_create_identity() {
Ok(i) => i, Ok(i) => i,
Err(e) => { Err(e) => {
@@ -203,7 +211,7 @@ fn build_ui(gtk_app: &adw::Application) {
toasts, toasts,
settings: Rc::new(RefCell::new(Settings::load())), settings: Rc::new(RefCell::new(Settings::load())),
identity, identity,
gamepad: crate::gamepad::GamepadService::start(), gamepad,
busy: std::cell::Cell::new(false), busy: std::cell::Cell::new(false),
fullscreen, fullscreen,
// (`--browse` makes cli_connect_request None — browse mode returns to the // (`--browse` makes cli_connect_request None — browse mode returns to the
@@ -242,6 +250,10 @@ fn build_ui(gtk_app: &adw::Application) {
let app = app.clone(); let app = app.clone();
Rc::new(move |req| crate::ui_trust::initiate_connect(app.clone(), req)) Rc::new(move |req| crate::ui_trust::initiate_connect(app.clone(), req))
}, },
on_wake_connect: {
let app = app.clone();
Rc::new(move |req| crate::ui_trust::wake_and_connect(app.clone(), req))
},
on_speed_test: { on_speed_test: {
let app = app.clone(); let app = app.clone();
Rc::new(move |req| speed_test(app.clone(), req)) Rc::new(move |req| speed_test(app.clone(), req))
+20
View File
@@ -168,6 +168,26 @@ pub fn learn_mac(fp_hex: &str, addr: &str, port: u16, mac: &[String]) {
let _ = known.save(); let _ = known.save();
} }
/// Re-key a saved host's address/port after it rediscovered on a new DHCP lease (matched by
/// fingerprint). No-op — and no disk write — when unchanged. Called from the wake-and-wait flow when
/// a woken host reappears on a different IP than the stored one, so this and future connects dial the
/// live address instead of the stale one.
pub fn rekey_addr(fp_hex: &str, addr: &str, port: u16) {
if fp_hex.is_empty() {
return;
}
let mut known = KnownHosts::load();
let Some(h) = known.hosts.iter_mut().find(|h| h.fp_hex == fp_hex) else {
return;
};
if h.addr == addr && h.port == port {
return;
}
h.addr = addr.to_string();
h.port = port;
let _ = known.save();
}
/// Stamp "now" as this host's last successful connect (drives the hosts page's /// Stamp "now" as this host's last successful connect (drives the hosts page's
/// most-recent accent). No-op when the fingerprint isn't stored. /// most-recent accent). No-op when the fingerprint isn't stored.
pub fn touch_last_used(fp_hex: &str) { pub fn touch_last_used(fp_hex: &str) {
+10 -5
View File
@@ -48,6 +48,9 @@ impl ConnectRequest {
/// the library browser). /// the library browser).
pub struct HostsCallbacks { pub struct HostsCallbacks {
pub on_connect: Rc<dyn Fn(ConnectRequest)>, pub on_connect: Rc<dyn Fn(ConnectRequest)>,
/// Connect to an OFFLINE saved host with a known MAC: wake it, poll until it's up (re-keying a
/// new DHCP IP), then connect. Falls back to `on_connect` when there's nothing to wake.
pub on_wake_connect: Rc<dyn Fn(ConnectRequest)>,
pub on_speed_test: Rc<dyn Fn(ConnectRequest)>, pub on_speed_test: Rc<dyn Fn(ConnectRequest)>,
pub on_pair: Rc<dyn Fn(ConnectRequest)>, pub on_pair: Rc<dyn Fn(ConnectRequest)>,
pub on_library: Rc<dyn Fn(ConnectRequest)>, pub on_library: Rc<dyn Fn(ConnectRequest)>,
@@ -546,15 +549,17 @@ fn saved_card(
overlay.add_controller(right_click); overlay.add_controller(right_click);
let on_connect = state.cbs.on_connect.clone(); let on_connect = state.cbs.on_connect.clone();
// Auto-wake: if the host wasn't advertising when this card was built and we have a MAC, fire a let on_wake_connect = state.cbs.on_wake_connect.clone();
// magic packet before connecting — the connect's own retry/timeout gives a woken host time to // Auto-wake: if the host wasn't advertising when this card was built and we have a MAC, route to
// come up. A host that's genuinely off/unreachable then fails the connect as before. // the wake-and-wait flow (send a magic packet, poll mDNS until it's up — re-keying a new DHCP IP —
// then connect). Otherwise a plain connect. A host that's genuinely off then times out as before.
let wake_first = !online && !req.mac.is_empty(); let wake_first = !online && !req.mac.is_empty();
child.connect_activate(move |_| { child.connect_activate(move |_| {
if wake_first { if wake_first {
crate::wol::wake(&req.mac, req.addr.parse().ok()); on_wake_connect(req.clone());
} } else {
on_connect(req.clone()); on_connect(req.clone());
}
}); });
child child
} }
+5
View File
@@ -817,6 +817,9 @@ fn attach_keyboard(
// the capture toggle alone can't end a stream, so this is the keyboard's explicit exit. // the capture toggle alone can't end a stream, so this is the keyboard's explicit exit.
if state.contains(chord) && keyval.to_lower() == gdk::Key::d { if state.contains(chord) && keyval.to_lower() == gdk::Key::d {
cap.release(); cap.release();
// Deliberate user exit → close with QUIT_CLOSE_CODE so the host tears the session down
// immediately instead of holding the keep-alive linger for a reconnect.
cap.connector.disconnect_quit();
stop_kb.store(true, Ordering::SeqCst); stop_kb.store(true, Ordering::SeqCst);
return glib::Propagation::Stop; return glib::Propagation::Stop;
} }
@@ -1024,6 +1027,8 @@ fn spawn_disconnect_watch(
glib::spawn_future_local(async move { glib::spawn_future_local(async move {
if disconnect_rx.recv().await.is_ok() { if disconnect_rx.recv().await.is_ok() {
cap.release(); cap.release();
// Deliberate user exit (the controller escape chord) → QUIT_CLOSE_CODE, host skips linger.
cap.connector.disconnect_quit();
if window.is_fullscreen() { if window.is_fullscreen() {
window.unfullscreen(); window.unfullscreen();
} }
+81
View File
@@ -60,6 +60,87 @@ pub fn initiate_connect(app: Rc<App>, req: ConnectRequest) {
} }
} }
/// Wake-and-wait: an **offline** saved host with a known MAC is sent a magic packet, then we poll
/// mDNS until it comes back online — re-sending every few seconds up to a timeout — and dial it via
/// [`initiate_connect`], **re-keying the saved record if the host woke on a new DHCP IP** (matched by
/// fingerprint). A "Waking…" dialog lets the user cancel. Mirrors the Apple/Android `HostWaker` (a
/// 90 s budget, resend every 6 s). The online path stays on the fast [`initiate_connect`]; this runs
/// only from the hosts page's auto-wake when a saved host isn't advertising.
pub fn wake_and_connect(app: Rc<App>, req: ConnectRequest) {
if app.busy.get() {
return;
}
let cancel = Rc::new(std::cell::Cell::new(false));
let waiting = adw::AlertDialog::new(
Some("Waking Host"),
Some(&format!(
"Sent a wake signal to “{}”. Waiting for it to come online…",
req.name
)),
);
waiting.add_responses(&[("cancel", "Cancel")]);
waiting.set_close_response("cancel");
{
let cancel = cancel.clone();
waiting.connect_response(Some("cancel"), move |_, _| cancel.set(true));
}
waiting.present(Some(&app.window));
glib::spawn_future_local(async move {
use std::time::{Duration, Instant};
let events = crate::discovery::browse();
let started = Instant::now();
let budget = Duration::from_secs(90);
let resend = Duration::from_secs(6);
// Fire the first packet now, then re-send on the resend cadence.
crate::wol::wake(&req.mac, req.addr.parse().ok());
let mut last_wake = Instant::now();
loop {
if cancel.get() {
waiting.close();
return;
}
if last_wake.elapsed() >= resend {
crate::wol::wake(&req.mac, req.addr.parse().ok());
last_wake = Instant::now();
}
// Drain resolved adverts; a match (by fingerprint, else addr:port) means the host is up.
while let Ok(ev) = events.try_recv() {
let crate::discovery::DiscoveryEvent::Resolved(h) = ev else {
continue;
};
let matched = match &req.fp_hex {
Some(fp) => !h.fp_hex.is_empty() && &h.fp_hex == fp,
None => h.addr == req.addr && h.port == req.port,
};
if matched {
waiting.close();
let mut req = req.clone();
// Re-key on a new DHCP lease so this + future connects dial the live address.
if h.addr != req.addr || h.port != req.port {
if let Some(fp) = &req.fp_hex {
trust::rekey_addr(fp, &h.addr, h.port);
}
req.addr = h.addr;
req.port = h.port;
}
initiate_connect(app.clone(), req);
return;
}
}
if started.elapsed() >= budget {
waiting.close();
app.toast(&format!(
"Couldn't reach “{}” — is it powered and on the network?",
req.name
));
return;
}
glib::timeout_future(Duration::from_millis(500)).await;
}
});
}
/// The certificate fingerprint as grouped monospaced hex — 4-char groups over 2 lines /// The certificate fingerprint as grouped monospaced hex — 4-char groups over 2 lines
/// (the Apple TrustCardView format), far easier to compare against the host's log than /// (the Apple TrustCardView format), far easier to compare against the host's log than
/// one 64-char run. /// one 64-char run.
+1 -1
View File
@@ -1090,7 +1090,7 @@ async fn session(args: Args) -> Result<()> {
break; break;
} }
if started.elapsed() > std::time::Duration::from_secs(cap_secs) if started.elapsed() > std::time::Duration::from_secs(cap_secs)
|| last_rx.elapsed() > std::time::Duration::from_secs(8) || last_rx.elapsed() > std::time::Duration::from_secs(45)
{ {
break; break;
} }
+124
View File
@@ -5,6 +5,7 @@
use super::style::*; use super::style::*;
use super::{AppCtx, Screen, Svc, Target}; use super::{AppCtx, Screen, Svc, Target};
use crate::discovery::DiscoveredHost;
use crate::session::{self, SessionEvent, SessionParams, Stats}; use crate::session::{self, SessionEvent, SessionParams, Stats};
use crate::trust::{self, KnownHost, KnownHosts, Settings}; use crate::trust::{self, KnownHost, KnownHosts, Settings};
use crate::video::DecoderPref; use crate::video::DecoderPref;
@@ -313,6 +314,97 @@ pub(crate) fn request_access(props: &Svc, target: &Target) {
); );
} }
/// The Wake-on-LAN "wait until up" flow (mirrors the Apple `HostWaker`): the tapped saved host is
/// offline but has a MAC, so send a magic packet, show a cancelable "Waking…" screen, and POLL mDNS
/// for the host to reappear — re-sending the packet periodically — on a bounded deadline. A cold box
/// takes far longer to POST/boot/re-advertise than a connect attempt will sit, so we can't just
/// fire-and-dial. On reappearance we dial it (re-keying the saved host when it came back on a new
/// IP); on timeout or Cancel we return to the host list.
pub(crate) fn wake_and_connect(
ctx: &Arc<AppCtx>,
target: Target,
set_screen: &AsyncSetState<Screen>,
set_status: &AsyncSetState<String>,
) {
// First packet now; the poll loop re-sends every RESEND_SECS (a single one can be missed, and
// some NICs only wake on a fresh packet after dropping into a deeper sleep state).
crate::wol::wake(&target.mac, target.addr.parse().ok());
// A fresh cancel flag per wake, installed where the "Waking…" screen's Cancel button reads it
// back (the same shared channel as the request-access flow); the poll loop checks the same `Arc`.
let cancel = Arc::new(AtomicBool::new(false));
*ctx.shared.cancel.lock().unwrap() = Some(cancel.clone());
// The busy page reads the host name from the shared target.
*ctx.shared.target.lock().unwrap() = target.clone();
set_status.call(String::new());
set_screen.call(Screen::Waking);
let (ctx, ss, st) = (ctx.clone(), set_screen.clone(), set_status.clone());
std::thread::spawn(move || {
// Generous — a cold boot + service start can be a minute-plus; re-send periodically.
const TIMEOUT_SECS: u64 = 90;
const RESEND_SECS: u64 = 6;
let rx = crate::discovery::browse();
let mut seen: Vec<DiscoveredHost> = Vec::new();
let mut elapsed: u64 = 0;
loop {
// Cancel already returned the UI to the host list — stop re-sending and tear down.
if cancel.load(Ordering::SeqCst) {
return;
}
// Drain freshly-resolved adverts into the accumulator (newest wins per key).
while let Ok(h) = rx.try_recv() {
if let Some(e) = seen.iter_mut().find(|e| e.key == h.key) {
*e = h;
} else {
seen.push(h);
}
}
// Match on the pinned fingerprint first (it survives an IP change), else last address.
let resolved = seen
.iter()
.find(|h| match &target.fp_hex {
Some(fp) if !h.fp_hex.is_empty() => h.fp_hex == *fp,
_ => h.addr == target.addr && h.port == target.port,
})
.map(|h| (h.addr.clone(), h.port));
if let Some((addr, port)) = resolved {
let mut target = target.clone();
// Came back on a new IP (DHCP): dial the fresh address and re-key the saved host so
// the pin stays reachable next time (keyed by fingerprint; addr/port overwritten,
// `paired`/`mac` preserved by `upsert`).
if addr != target.addr || port != target.port {
target.addr = addr;
target.port = port;
if let Some(fp) = target.fp_hex.clone() {
let mut k = KnownHosts::load();
k.upsert(KnownHost {
name: target.name.clone(),
addr: target.addr.clone(),
port: target.port,
fp_hex: fp,
paired: false,
mac: target.mac.clone(),
});
let _ = k.save();
}
}
initiate(&ctx, target, &ss, &st);
return;
}
if elapsed >= TIMEOUT_SECS {
st.call("The host didn't come online.".to_string());
ss.call(Screen::Hosts);
return;
}
std::thread::sleep(Duration::from_secs(1));
elapsed += 1;
if elapsed % RESEND_SECS == 0 {
crate::wol::wake(&target.mac, target.addr.parse().ok());
}
}
});
}
/// The plain "Connecting…" screen shown while the session worker handshakes. No hooks. /// The plain "Connecting…" screen shown while the session worker handshakes. No hooks.
pub(crate) fn connecting_page(ctx: &Arc<AppCtx>, status: &str) -> Element { pub(crate) fn connecting_page(ctx: &Arc<AppCtx>, status: &str) -> Element {
let target_name = ctx.shared.target.lock().unwrap().name.clone(); let target_name = ctx.shared.target.lock().unwrap().name.clone();
@@ -365,3 +457,35 @@ pub(crate) fn request_access_page(
vec![cancel_btn.into()], vec![cancel_btn.into()],
) )
} }
/// The cancelable "Waking…" screen (Wake-on-LAN wait-until-up flow): a spinner + guidance while the
/// poll loop waits for the woken host to reappear on mDNS, plus a Cancel that returns to the host
/// list and trips the shared cancel flag so the poll loop stops re-sending and tears down. No hooks.
pub(crate) fn waking_page(ctx: &Arc<AppCtx>, set_screen: &AsyncSetState<Screen>) -> Element {
let target_name = ctx.shared.target.lock().unwrap().name.clone();
let headline = if target_name.is_empty() {
"Waking the host\u{2026}".to_string()
} else {
format!("Waking {target_name}\u{2026}")
};
let cancel_btn = {
let (ctx, ss) = (ctx.clone(), set_screen.clone());
button("Cancel")
.icon(Symbol::Cancel)
.on_click(move || {
// Return the UI immediately and trip the flag the poll loop is watching so it stops
// re-sending and exits without touching a screen a later action may already own.
if let Some(c) = ctx.shared.cancel.lock().unwrap().as_ref() {
c.store(true, Ordering::SeqCst);
}
ss.call(Screen::Hosts);
})
.horizontal_alignment(HorizontalAlignment::Center)
};
busy_page(
&headline,
"Sent a wake signal and waiting for the host to come online \u{2014} this can take up to a \
minute for a sleeping or powered-off machine.",
vec![cancel_btn.into()],
)
}
+7 -5
View File
@@ -2,7 +2,7 @@
//! tiles in a responsive grid, with a per-host "…" menu (connect / speed test / rename / //! tiles in a responsive grid, with a per-host "…" menu (connect / speed test / rename /
//! forget) and a manual connect entry — the same card layout as the Linux and Apple clients. //! forget) and a manual connect entry — the same card layout as the Linux and Apple clients.
use super::connect::initiate; use super::connect::{initiate, wake_and_connect};
use super::speed::SpeedState; use super::speed::SpeedState;
use super::style::*; use super::style::*;
use super::{Screen, Svc, Target}; use super::{Screen, Svc, Target};
@@ -386,12 +386,14 @@ pub(crate) fn hosts_page(props: &HostsProps, cx: &mut RenderCx) -> Element {
), ),
Some(menu), Some(menu),
Some(Box::new(move || { Some(Box::new(move || {
// Auto-wake an offline saved host before connecting; the connect's own // Offline saved host with a known MAC: wake it and WAIT for it to reappear on
// retry/timeout gives a woken host time to come up. // the network (re-sending periodically) before dialing — a cold box boots far
// slower than a connect will sit. An online host dials straight away.
if can_wake { if can_wake {
crate::wol::wake(&target.mac, target.addr.parse().ok()); wake_and_connect(&ctx2, target.clone(), &ss, &st);
} else {
initiate(&ctx2, target.clone(), &ss, &st);
} }
initiate(&ctx2, target.clone(), &ss, &st)
})), })),
)); ));
} }
+6 -2
View File
@@ -50,6 +50,9 @@ pub(crate) enum Screen {
/// The no-PIN "request access" wait: an identified connect is in flight, parked by the host /// The no-PIN "request access" wait: an identified connect is in flight, parked by the host
/// until the operator approves this device in its console. Cancelable. /// until the operator approves this device in its console. Cancelable.
RequestAccess, RequestAccess,
/// Wake-on-LAN "wait until up": a magic packet was sent to an offline saved host and we're
/// polling mDNS for it to reappear (re-sending periodically) before dialing. Cancelable.
Waking,
Stream, Stream,
Settings, Settings,
/// Open-source / third-party license notices (reached from Settings). /// Open-source / third-party license notices (reached from Settings).
@@ -378,10 +381,11 @@ fn root(cx: &mut RenderCx, ctx: &Arc<AppCtx>) -> Element {
set_hover, set_hover,
}, },
), ),
// connecting_page / request_access_page / settings_page / licenses_page use no hooks // connecting_page / request_access_page / waking_page / settings_page / licenses_page use
// (they never touch `cx`), so calling them inline is sound. // no hooks (they never touch `cx`), so calling them inline is sound.
Screen::Connecting => connect::connecting_page(ctx, &status), Screen::Connecting => connect::connecting_page(ctx, &status),
Screen::RequestAccess => connect::request_access_page(ctx, &set_screen), Screen::RequestAccess => connect::request_access_page(ctx, &set_screen),
Screen::Waking => connect::waking_page(ctx, &set_screen),
Screen::Settings => settings::settings_page( Screen::Settings => settings::settings_page(
ctx, ctx,
&set_screen, &set_screen,
+3
View File
@@ -281,6 +281,9 @@ unsafe extern "system" fn kbd_proc(code: i32, wparam: WPARAM, lparam: LPARAM) ->
// the cursor is free while the session winds down and the UI navigates home. // the cursor is free while the session winds down and the UI navigates home.
if !up && vk == VK_D.0 && st.ctrl && st.alt && st.shift { if !up && vk == VK_D.0 && st.ctrl && st.alt && st.shift {
set_captured(st, false); set_captured(st, false);
// Deliberate user exit → close with QUIT_CLOSE_CODE so the host tears the session
// down immediately instead of holding the keep-alive linger for a reconnect.
st.connector.disconnect_quit();
st.stop.store(true, Ordering::SeqCst); st.stop.store(true, Ordering::SeqCst);
tracing::info!("disconnect requested (Ctrl+Alt+Shift+D)"); tracing::info!("disconnect requested (Ctrl+Alt+Shift+D)");
return LRESULT(1); return LRESULT(1);
+16
View File
@@ -2432,6 +2432,22 @@ pub unsafe extern "C" fn punktfunk_connection_probe_result(
}) })
} }
/// Signal a **deliberate quit** (a user "stop", not a network drop) before closing: the connection
/// closes with [`QUIT_CLOSE_CODE`] instead of code 0, so the host tears the session down immediately
/// (skips the keep-alive linger) rather than holding it for a reconnect. Call this right before
/// [`punktfunk_connection_close`] on a user-initiated disconnect; a plain close (network drop,
/// backgrounding) leaves the linger intact. NULL is a no-op.
///
/// # Safety
/// `c` was returned by [`punktfunk_connect`] and remains valid (closed via `punktfunk_connection_close`).
#[cfg(feature = "quic")]
#[no_mangle]
pub unsafe extern "C" fn punktfunk_connection_disconnect_quit(c: *mut PunktfunkConnection) {
if let Some(c) = unsafe { c.as_ref() } {
c.inner.disconnect_quit();
}
}
/// Close the connection and free the handle (joins the internal threads). NULL is a no-op. /// Close the connection and free the handle (joins the internal threads). NULL is a no-op.
/// ///
/// # Safety /// # Safety
+11
View File
@@ -582,6 +582,17 @@ impl NativeClient {
self.frames_dropped.load(Ordering::Relaxed) self.frames_dropped.load(Ordering::Relaxed)
} }
/// Whether the underlying QUIC session has ended — the worker's connection-close watcher set the
/// shutdown flag (`conn.closed()` fired: a host suspend / crash / network drop idle-timed the
/// connection out, or the host closed it), or a deliberate [`disconnect_quit`](Self::disconnect_quit)
/// / drop did. Once `true`, every `next_*` plane returns [`PunktfunkError::Closed`] and no more
/// frames will ever arrive. A client watchdog polls this so it can leave a frozen stream and
/// return to the menu (where the user can wake the host) instead of sitting on the last decoded
/// frame forever — the poll-friendly counterpart to reacting to a `Closed` in a plane loop.
pub fn is_session_ended(&self) -> bool {
self.shutdown.load(Ordering::SeqCst)
}
/// Register the calling thread as latency-critical so a later /// Register the calling thread as latency-critical so a later
/// [`hot_thread_ids`](Self::hot_thread_ids) includes it. An embedder calls this from its own /// [`hot_thread_ids`](Self::hot_thread_ids) includes it. An embedder calls this from its own
/// plane threads (e.g. the Android client's decode + audio threads) to fold them into the same /// plane threads (e.g. the Android client's decode + audio threads) to fold them into the same
+8
View File
@@ -129,6 +129,14 @@ pub const VIDEO_CAP_HOST_TIMING: u8 = 0x08;
/// reconnect can resume. Shared so host + every client agree on the code. /// reconnect can resume. Shared so host + every client agree on the code.
pub const QUIT_CLOSE_CODE: u32 = 0x51; pub const QUIT_CLOSE_CODE: u32 = 0x51;
/// QUIC application error code the **host** closes the control connection with when a **dedicated game
/// session's game process exits** (the nested gamescope died — the user quit the game), so a launcher
/// client can distinguish "the game ended" from an error and return to its library cleanly rather than
/// surfacing a failure (`design/gamemode-and-dedicated-sessions.md` §5.3). Sibling of
/// [`QUIT_CLOSE_CODE`]; a client that doesn't special-case it still ends the session (every client
/// returns to its launcher on session end), so it is purely refinement. Shared so host + clients agree.
pub const APP_EXITED_CLOSE_CODE: u32 = 0x52;
/// [`Hello::video_codecs`] bit: the client can decode H.264 / AVC. The GPU-less **software** /// [`Hello::video_codecs`] bit: the client can decode H.264 / AVC. The GPU-less **software**
/// encode path (openh264) emits H.264, so a client that wants to stream from a software host MUST /// encode path (openh264) emits H.264, so a client that wants to stream from a software host MUST
/// advertise this. /// advertise this.
+1 -1
View File
@@ -6,7 +6,7 @@ mod qos;
mod udp; mod udp;
pub use loopback::{loopback_pair, LoopbackTransport}; pub use loopback::{loopback_pair, LoopbackTransport};
pub use qos::{grow_socket_buffers, set_media_qos, MediaClass}; pub use qos::{grow_socket_buffers, set_dscp_default, set_media_qos, MediaClass};
/// Windows-only: reusable USO (UDP Send Offload) batch send for callers that own their own connected /// Windows-only: reusable USO (UDP Send Offload) batch send for callers that own their own connected
/// socket (the GameStream video sender) rather than going through [`UdpTransport`]. /// socket (the GameStream video sender) rather than going through [`UdpTransport`].
#[cfg(target_os = "windows")] #[cfg(target_os = "windows")]
+20 -8
View File
@@ -7,11 +7,13 @@
//! [`set_media_qos`] DSCP-tags the latency-sensitive video/audio traffic (+ Linux `SO_PRIORITY`) so a //! [`set_media_qos`] DSCP-tags the latency-sensitive video/audio traffic (+ Linux `SO_PRIORITY`) so a
//! QoS-aware path (Wi-Fi WMM access categories, a managed switch, a shaped uplink) can prioritize it //! QoS-aware path (Wi-Fi WMM access categories, a managed switch, a shaped uplink) can prioritize it
//! over bulk flows. Mirrors what Apollo/Sunshine tag — DSCP **CS5** for video, **CS6** for audio. It //! over bulk flows. Mirrors what Apollo/Sunshine tag — DSCP **CS5** for video, **CS6** for audio. It
//! is **opt-in** (`PUNKTFUNK_DSCP=1`): DSCP can interact badly with some consumer ISPs/routers, and on //! is **opt-in** (`PUNKTFUNK_DSCP=1`, or [`set_dscp_default`] from an embedder — the Android client
//! ties it to its experimental low-latency mode): DSCP can interact badly with some consumer ISPs/routers, and on
//! Windows a plain `IP_TOS` is silently stripped unless a qWAVE policy is active (Apollo uses the //! Windows a plain `IP_TOS` is silently stripped unless a qWAVE policy is active (Apollo uses the
//! qWAVE API there — that port is a follow-up; today this is a no-op on the wire on Windows). //! qWAVE API there — that port is a follow-up; today this is a no-op on the wire on Windows).
use std::net::UdpSocket; use std::net::UdpSocket;
use std::sync::atomic::{AtomicBool, Ordering};
/// Target kernel socket-buffer size (`SO_SNDBUF`/`SO_RCVBUF`). A high-resolution frame is a burst (a /// Target kernel socket-buffer size (`SO_SNDBUF`/`SO_RCVBUF`). A high-resolution frame is a burst (a
/// 5120×1440 keyframe is ~130 packets the send thread hands to `sendmmsg` at once); the default UDP /// 5120×1440 keyframe is ~130 packets the send thread hands to `sendmmsg` at once); the default UDP
@@ -66,17 +68,27 @@ impl MediaClass {
} }
} }
/// Whether DSCP/QoS marking is enabled. Default **on for Android**, **off elsewhere**: on Wi-Fi /// Runtime default for DSCP marking when `PUNKTFUNK_DSCP` is unset (see [`set_dscp_default`]).
/// (where most Android clients live) access points commonly map DSCP to WMM access categories, so /// Off unless an embedder opts in — on Wi-Fi, access points commonly map DSCP to WMM access
/// tagging the video/audio sockets can win real airtime priority against other traffic on the link; /// categories (a real airtime-priority win), but wired paths rarely honour it and some bleach or
/// on the wired paths the other clients use it's rarely honoured and some paths bleach or reject /// reject marked packets, so it never turns on by itself.
/// marked packets, so it stays opt-in there. `PUNKTFUNK_DSCP` overrides either way — `1`/`true`/`on` static DSCP_DEFAULT: AtomicBool = AtomicBool::new(false);
/// forces it on, `0`/`false`/`off` forces it off (e.g. to rule QoS out while debugging a flaky AP).
/// Opt in to (or back out of) DSCP marking for sockets created from now on. Must be called BEFORE
/// connecting — the tag is applied at socket creation. The Android client ties this to its
/// experimental low-latency mode; `PUNKTFUNK_DSCP` still overrides in either direction.
pub fn set_dscp_default(enabled: bool) {
DSCP_DEFAULT.store(enabled, Ordering::Relaxed);
}
/// Whether DSCP/QoS marking is enabled: `PUNKTFUNK_DSCP` when set (`1`/`true`/`on` forces it on,
/// `0`/`false`/`off` forces it off — e.g. to rule QoS out while debugging a flaky AP), else the
/// [`set_dscp_default`] runtime default.
pub(crate) fn dscp_enabled() -> bool { pub(crate) fn dscp_enabled() -> bool {
match std::env::var("PUNKTFUNK_DSCP").as_deref() { match std::env::var("PUNKTFUNK_DSCP").as_deref() {
Ok("1") | Ok("true") | Ok("on") => true, Ok("1") | Ok("true") | Ok("on") => true,
Ok("0") | Ok("false") | Ok("off") => false, Ok("0") | Ok("false") | Ok("off") => false,
_ => cfg!(target_os = "android"), _ => DSCP_DEFAULT.load(Ordering::Relaxed),
} }
} }
+159 -50
View File
@@ -43,6 +43,12 @@ pub struct PortalCapturer {
/// True only while the PipeWire stream is `Streaming`. [`try_latest`](Self::try_latest) reads it /// True only while the PipeWire stream is `Streaming`. [`try_latest`](Self::try_latest) reads it
/// to distinguish a static desktop (alive, no new buffers) from a dead source (left `Streaming`). /// to distinguish a static desktop (alive, no new buffers) from a dead source (left `Streaming`).
streaming: Arc<AtomicBool>, streaming: Arc<AtomicBool>,
/// Poison flag: the zero-copy GPU import is irrecoverably gone for this stream (the import
/// worker died — e.g. it absorbed the driver fault of a crashing compositor — or tiled imports
/// failed repeatedly, where the CPU fallback would de-pad scrambled tiled bytes). Both
/// [`next_frame`](Capturer::next_frame) and [`try_latest`](Self::try_latest) surface it as an
/// error so the session's capture-loss rebuild runs instead of freezing/corrupting.
broken: Arc<AtomicBool>,
/// When the stream first dropped out of `Streaming` with no new frame; used to grace a transient /// When the stream first dropped out of `Streaming` with no new frame; used to grace a transient
/// renegotiation before declaring the source lost. Cleared whenever a frame arrives or the stream /// renegotiation before declaring the source lost. Cleared whenever a frame arrives or the stream
/// is `Streaming`. /// is `Streaming`.
@@ -130,6 +136,8 @@ struct PwHandles {
active: Arc<AtomicBool>, active: Arc<AtomicBool>,
negotiated: Arc<AtomicBool>, negotiated: Arc<AtomicBool>,
streaming: Arc<AtomicBool>, streaming: Arc<AtomicBool>,
/// See [`PortalCapturer::broken`].
broken: Arc<AtomicBool>,
/// This capture will offer LINEAR-dmabuf-only for the VAAPI passthrough (see /// This capture will offer LINEAR-dmabuf-only for the VAAPI passthrough (see
/// [`PortalCapturer::vaapi_dmabuf`]). /// [`PortalCapturer::vaapi_dmabuf`]).
vaapi_dmabuf: bool, vaapi_dmabuf: bool,
@@ -146,6 +154,7 @@ impl PwHandles {
active: self.active, active: self.active,
negotiated: self.negotiated, negotiated: self.negotiated,
streaming: self.streaming, streaming: self.streaming,
broken: self.broken,
stall_since: None, stall_since: None,
vaapi_dmabuf: self.vaapi_dmabuf, vaapi_dmabuf: self.vaapi_dmabuf,
node_id, node_id,
@@ -178,6 +187,8 @@ fn spawn_pipewire(
let negotiated_cb = negotiated.clone(); let negotiated_cb = negotiated.clone();
let streaming = Arc::new(AtomicBool::new(false)); let streaming = Arc::new(AtomicBool::new(false));
let streaming_cb = streaming.clone(); let streaming_cb = streaming.clone();
let broken = Arc::new(AtomicBool::new(false));
let broken_cb = broken.clone();
// pipewire's own cross-thread channel: the receiver attaches to the loop and quits it; the // pipewire's own cross-thread channel: the receiver attaches to the loop and quits it; the
// sender lives on the capturer and fires in its `Drop`. Absolute `::pipewire` path — the // sender lives on the capturer and fires in its `Drop`. Absolute `::pipewire` path — the
// inner `mod pipewire` shadows the crate name at this scope. // inner `mod pipewire` shadows the crate name at this scope.
@@ -199,6 +210,7 @@ fn spawn_pipewire(
active_cb, active_cb,
negotiated_cb, negotiated_cb,
streaming_cb, streaming_cb,
broken_cb,
zerocopy, zerocopy,
preferred, preferred,
quit_rx, quit_rx,
@@ -212,6 +224,7 @@ fn spawn_pipewire(
active, active,
negotiated, negotiated,
streaming, streaming,
broken,
vaapi_dmabuf, vaapi_dmabuf,
quit: quit_tx, quit: quit_tx,
join, join,
@@ -220,48 +233,36 @@ fn spawn_pipewire(
impl Capturer for PortalCapturer { impl Capturer for PortalCapturer {
fn next_frame(&mut self) -> Result<CapturedFrame> { fn next_frame(&mut self) -> Result<CapturedFrame> {
// First frame can lag behind format negotiation; later frames arrive at ~fps. // First frame can lag behind format negotiation; later frames arrive at ~fps. Wait in
match self.frames.recv_timeout(Duration::from_secs(10)) { // short slices so a GPU-import poison (worker death) fails the capture within ~0.5 s
Ok(frame) => Ok(frame), // instead of sitting out the full first-frame budget.
Err(RecvTimeoutError::Timeout) => { let deadline = std::time::Instant::now() + Duration::from_secs(10);
// Split the two black-screen root causes apart so the operator gets a cause, not loop {
// just a symptom: did the format negotiate (compositor produced no buffers) or if self.broken.load(Ordering::Relaxed) {
// not (no acceptable format / node never emitted a param)? return Err(anyhow!(
if self.negotiated.load(Ordering::Relaxed) { "zero-copy GPU import lost (node {}): the import worker died or tiled imports \
Err(anyhow!( failed repeatedly — rebuilding capture",
"no PipeWire frame within 10s (node {}): format negotiated but no buffers \
arrived — the compositor produced no frames (virtual output idle/unmapped, \
or capture never started)",
self.node_id self.node_id
)) ));
} else if self.vaapi_dmabuf && !crate::zerocopy::vaapi_dmabuf_forced() {
// The LINEAR-dmabuf-only offer (VAAPI passthrough default) was never accepted.
// Latch the process-wide downgrade so the encode loop's pipeline rebuild
// retries on the CPU offer instead of failing this same negotiation forever.
crate::zerocopy::note_vaapi_dmabuf_failed();
Err(anyhow!(
"no PipeWire frame within 10s (node {}): the compositor never accepted \
the LINEAR-dmabuf offer (VAAPI zero-copy) — downgrading this host to the \
CPU capture path; the pipeline rebuild will renegotiate without dmabuf",
self.node_id
))
} else {
Err(anyhow!(
"no PipeWire frame within 10s (node {}): format negotiation never \
completed — the compositor offered no format this consumer accepts \
(pixel-format/modifier mismatch) or the node never emitted a Format param",
self.node_id
))
} }
let slice = Duration::from_millis(500)
.min(deadline.saturating_duration_since(std::time::Instant::now()));
match self.frames.recv_timeout(slice) {
Ok(frame) => return Ok(frame),
Err(RecvTimeoutError::Timeout) if std::time::Instant::now() < deadline => continue,
Err(e) => return self.next_frame_timed_out(e),
} }
Err(RecvTimeoutError::Disconnected) => Err(anyhow!(
"PipeWire capture thread ended before a frame (node {})",
self.node_id
)),
} }
} }
fn try_latest(&mut self) -> Result<Option<CapturedFrame>> { fn try_latest(&mut self) -> Result<Option<CapturedFrame>> {
if self.broken.load(Ordering::Relaxed) {
return Err(anyhow!(
"zero-copy GPU import lost (node {}): the import worker died or tiled imports \
failed repeatedly — rebuilding capture",
self.node_id
));
}
// Drain to the newest queued frame without blocking; `None` means the compositor // Drain to the newest queued frame without blocking; `None` means the compositor
// hasn't produced a new frame since last call (static/idle desktop). // hasn't produced a new frame since last call (static/idle desktop).
let mut latest = None; let mut latest = None;
@@ -304,6 +305,50 @@ impl Capturer for PortalCapturer {
} }
} }
impl PortalCapturer {
/// The [`Capturer::next_frame`] budget expired (or the thread ended) — turn it into the
/// diagnosis-bearing error. Split out of the slicing loop above; behavior unchanged.
fn next_frame_timed_out(&self, err: RecvTimeoutError) -> Result<CapturedFrame> {
match err {
RecvTimeoutError::Timeout => {
// Split the two black-screen root causes apart so the operator gets a cause, not
// just a symptom: did the format negotiate (compositor produced no buffers) or
// not (no acceptable format / node never emitted a param)?
if self.negotiated.load(Ordering::Relaxed) {
Err(anyhow!(
"no PipeWire frame within 10s (node {}): format negotiated but no buffers \
arrived — the compositor produced no frames (virtual output idle/unmapped, \
or capture never started)",
self.node_id
))
} else if self.vaapi_dmabuf && !crate::zerocopy::vaapi_dmabuf_forced() {
// The LINEAR-dmabuf-only offer (VAAPI passthrough default) was never accepted.
// Latch the process-wide downgrade so the encode loop's pipeline rebuild
// retries on the CPU offer instead of failing this same negotiation forever.
crate::zerocopy::note_vaapi_dmabuf_failed();
Err(anyhow!(
"no PipeWire frame within 10s (node {}): the compositor never accepted \
the LINEAR-dmabuf offer (VAAPI zero-copy) — downgrading this host to the \
CPU capture path; the pipeline rebuild will renegotiate without dmabuf",
self.node_id
))
} else {
Err(anyhow!(
"no PipeWire frame within 10s (node {}): format negotiation never \
completed — the compositor offered no format this consumer accepts \
(pixel-format/modifier mismatch) or the node never emitted a Format param",
self.node_id
))
}
}
RecvTimeoutError::Disconnected => Err(anyhow!(
"PipeWire capture thread ended before a frame (node {})",
self.node_id
)),
}
}
}
impl Drop for PortalCapturer { impl Drop for PortalCapturer {
fn drop(&mut self) { fn drop(&mut self) {
// Stop the PipeWire loop and wait for the thread to unwind BEFORE the keepalive (virtual // Stop the PipeWire loop and wait for the thread to unwind BEFORE the keepalive (virtual
@@ -548,8 +593,15 @@ mod pipewire {
/// `Paused`/`Unconnected`/`Error` — the source vanished (compositor torn down on a session /// `Paused`/`Unconnected`/`Error` — the source vanished (compositor torn down on a session
/// switch). Read by [`PortalCapturer::try_latest`] to surface a sustained drop as a loss. /// switch). Read by [`PortalCapturer::try_latest`] to surface a sustained drop as a loss.
streaming: Arc<AtomicBool>, streaming: Arc<AtomicBool>,
/// Present when zero-copy is enabled on NVIDIA: imports a dmabuf → CUDA device buffer. /// Poison flag (see [`PortalCapturer::broken`]): set here when the GPU import is
importer: Option<crate::zerocopy::EglImporter>, /// irrecoverably gone for this stream — the import worker died, or tiled imports failed
/// [`IMPORT_FAIL_POISON`] times in a row.
broken: Arc<AtomicBool>,
/// Consecutive tiled-import failures (reset on success); see [`IMPORT_FAIL_POISON`].
import_fail_streak: u32,
/// Present when zero-copy is enabled on NVIDIA: imports a dmabuf → CUDA device buffer,
/// normally via the isolated worker process (`crate::zerocopy::Importer::Remote`).
importer: Option<crate::zerocopy::Importer>,
/// VAAPI zero-copy: hand the raw dmabuf to the encoder (which imports + GPU-CSCs it) instead /// VAAPI zero-copy: hand the raw dmabuf to the encoder (which imports + GPU-CSCs it) instead
/// of a CUDA import. Set when zero-copy is on, the EGL→CUDA importer is unavailable, and the /// of a CUDA import. Set when zero-copy is on, the EGL→CUDA importer is unavailable, and the
/// encoder backend is VAAPI (AMD/Intel). /// encoder backend is VAAPI (AMD/Intel).
@@ -561,6 +613,12 @@ mod pipewire {
dbg_log_n: u64, dbg_log_n: u64,
} }
/// Consecutive tiled-import failures (worker alive, e.g. a per-buffer `EGL_BAD_MATCH`) before
/// the stream is poisoned for rebuild. A tiled import failure must NEVER fall through to the
/// CPU mmap path — de-padding tiled bytes as linear produces a scrambled image — so after a
/// short streak of dropped frames the capturer fails loudly and the session renegotiates.
const IMPORT_FAIL_POISON: u32 = 3;
/// Log a frame-drop reason once per process (the process callback runs per frame; a stuck /// Log a frame-drop reason once per process (the process callback runs per frame; a stuck
/// pipeline must say why without flooding). /// pipeline must say why without flooding).
fn warn_once(msg: &'static str) { fn warn_once(msg: &'static str) {
@@ -814,6 +872,11 @@ mod pipewire {
if !ud.active.load(Ordering::Relaxed) { if !ud.active.load(Ordering::Relaxed) {
return; return;
} }
// Poisoned (GPU import lost): the capturer is already surfacing an error to the encode
// loop; skip per-frame work until the rebuild tears this stream down.
if ud.broken.load(Ordering::Relaxed) {
return;
}
// SAFETY: `spa_buf` is the `*mut spa_buffer` of the PipeWire buffer we dequeued and still hold for // SAFETY: `spa_buf` is the `*mut spa_buffer` of the PipeWire buffer we dequeued and still hold for
// this `.process` callback (not requeued until after `consume_frame` returns), so it is live. The // this `.process` callback (not requeued until after `consume_frame` returns), so it is live. The
// block null-checks `spa_buf`, requires `n_datas != 0`, and null-checks the `datas` array pointer // block null-checks `spa_buf`, requires `n_datas != 0`, and null-checks the `datas` array pointer
@@ -965,6 +1028,8 @@ mod pipewire {
}; };
match imported { match imported {
Ok(devbuf) => { Ok(devbuf) => {
ud.import_fail_streak = 0;
crate::zerocopy::note_gpu_import_ok();
static ONCE: std::sync::atomic::AtomicBool = static ONCE: std::sync::atomic::AtomicBool =
std::sync::atomic::AtomicBool::new(true); std::sync::atomic::AtomicBool::new(true);
if ONCE.swap(false, Ordering::Relaxed) { if ONCE.swap(false, Ordering::Relaxed) {
@@ -990,12 +1055,32 @@ mod pipewire {
return; return;
} }
Err(e) => { Err(e) => {
// GPU import unavailable for this buffer kind (e.g. the let dead = importer.dead();
// driver rejects LINEAR external-memory import). Disable if dead {
// the importer and fall through to the CPU mmap path — crate::zerocopy::note_gpu_import_death();
// degraded, not dead. }
if modifier.is_some() {
// Tiled buffer: the CPU fallback below would mmap TILED bytes
// and de-pad them as linear — a scrambled image, worse than no
// frame. Drop the frame instead; on a dead worker (it absorbed a
// driver fault) or a short failure streak, poison the stream so
// the session's capture-loss rebuild renegotiates cleanly.
ud.import_fail_streak += 1;
if dead || ud.import_fail_streak >= IMPORT_FAIL_POISON {
tracing::error!(error = %format!("{e:#}"), dead,
"tiled GPU import lost — failing this capture for rebuild");
ud.broken.store(true, Ordering::Relaxed);
} else {
tracing::warn!(error = %format!("{e:#}"), tracing::warn!(error = %format!("{e:#}"),
"dmabuf GPU import failed — falling back to the CPU copy path"); streak = ud.import_fail_streak,
"tiled dmabuf GPU import failed — frame dropped");
}
return;
}
// LINEAR dmabuf: CPU-mappable, so disable the importer and fall
// through to the CPU mmap path — degraded, not dead.
tracing::warn!(error = %format!("{e:#}"),
"LINEAR dmabuf GPU import failed — falling back to the CPU copy path");
gpu_import_broken = true; gpu_import_broken = true;
} }
} }
@@ -1138,6 +1223,7 @@ mod pipewire {
active: Arc<AtomicBool>, active: Arc<AtomicBool>,
negotiated: Arc<AtomicBool>, negotiated: Arc<AtomicBool>,
streaming: Arc<AtomicBool>, streaming: Arc<AtomicBool>,
broken: Arc<AtomicBool>,
zerocopy: bool, zerocopy: bool,
preferred: Option<(u32, u32, u32)>, preferred: Option<(u32, u32, u32)>,
quit_rx: pw::channel::Receiver<()>, quit_rx: pw::channel::Receiver<()>,
@@ -1165,26 +1251,40 @@ mod pipewire {
.context("pw connect (default daemon)")?, .context("pw connect (default daemon)")?,
}; };
// Build the EGL→CUDA importer up front; if it fails, log and fall back to the CPU path // Build the GPU importer up front — normally the ISOLATED worker process
// (design/zerocopy-worker-isolation.md), so a driver fault on a dying compositor's
// dmabuf kills the worker, not this host. If it fails, log and fall back to the CPU path
// (we simply won't request dmabuf below). Skipped entirely when the encode backend is // (we simply won't request dmabuf below). Skipped entirely when the encode backend is
// VAAPI: those frames go to the raw-dmabuf passthrough, and building the importer there // VAAPI: those frames go to the raw-dmabuf passthrough, and building the importer there
// would waste a CUDA probe — or worse, on an NVIDIA box forced to PUNKTFUNK_ENCODER=vaapi, // would waste a CUDA probe — or worse, on an NVIDIA box forced to PUNKTFUNK_ENCODER=vaapi,
// succeed and produce CUDA payloads the VAAPI encoder must reject. // succeed and produce CUDA payloads the VAAPI encoder must reject. Also skipped once
// repeated worker deaths latched the import off (a wedged GPU stack must not crash-loop).
let backend_is_vaapi = crate::encode::linux_zero_copy_is_vaapi(); let backend_is_vaapi = crate::encode::linux_zero_copy_is_vaapi();
let importer = if zerocopy && !backend_is_vaapi { let mut importer = if zerocopy && !backend_is_vaapi {
match crate::zerocopy::EglImporter::new() { if crate::zerocopy::gpu_import_disabled() {
tracing::warn!(
"zero-copy GPU import disabled after repeated import-worker deaths — using CPU path"
);
None
} else {
match crate::zerocopy::Importer::new_for_capture() {
Ok(i) => Some(i), Ok(i) => Some(i),
Err(e) => { Err(e) => {
tracing::warn!(error = %format!("{e:#}"), "zero-copy import unavailable — using CPU path"); tracing::warn!(error = %format!("{e:#}"), "zero-copy import unavailable — using CPU path");
None None
} }
} }
}
} else { } else {
None None
}; };
// PUNKTFUNK_FORCE_SHM=1 forces the race-free download path (SHM, no dmabuf) — required on // PUNKTFUNK_FORCE_SHM=1 forces the race-free download path (SHM, no dmabuf) — a manual
// Mutter+NVIDIA where dmabuf capture has no working sync and shows stale frames. KWin/ // escape hatch, mainly for Mutter+NVIDIA: that combo has no implicit dmabuf fence, so
// gamescope don't need it (they blit into the buffer, so no read-before-render race). // zero-copy capture can in principle race the compositor's render and show stale frames.
// Zero-copy is the Mutter+NVIDIA default (no unconditional override) since live retesting
// found no visible staleness; set this if you do see flashing/stale content on such a
// host. KWin/gamescope don't need it (they blit into the buffer, so no read-before-render
// race).
let force_shm = std::env::var("PUNKTFUNK_FORCE_SHM").as_deref() == Ok("1"); let force_shm = std::env::var("PUNKTFUNK_FORCE_SHM").as_deref() == Ok("1");
// VAAPI zero-copy passthrough: zero-copy on, no EGL→CUDA importer (any non-NVIDIA host), and // VAAPI zero-copy passthrough: zero-copy on, no EGL→CUDA importer (any non-NVIDIA host), and
// the encoder backend is VAAPI → hand the raw dmabuf to the encoder (it imports + GPU-CSCs). // the encoder backend is VAAPI → hand the raw dmabuf to the encoder (it imports + GPU-CSCs).
@@ -1194,7 +1294,7 @@ mod pipewire {
// CUDA external memory instead. For the VAAPI passthrough path we advertise LINEAR only: // CUDA external memory instead. For the VAAPI passthrough path we advertise LINEAR only:
// radeonsi/iHD import it and any compositor can allocate it. // radeonsi/iHD import it and any compositor can allocate it.
let mut modifiers = importer let mut modifiers = importer
.as_ref() .as_mut()
.map(|i| i.supported_modifiers(crate::zerocopy::drm_fourcc(PixelFormat::Bgrx).unwrap())) .map(|i| i.supported_modifiers(crate::zerocopy::drm_fourcc(PixelFormat::Bgrx).unwrap()))
.unwrap_or_default(); .unwrap_or_default();
if (importer.is_some() || vaapi_passthrough) && !modifiers.contains(&0) { if (importer.is_some() || vaapi_passthrough) && !modifiers.contains(&0) {
@@ -1247,6 +1347,8 @@ mod pipewire {
active, active,
negotiated, negotiated,
streaming, streaming,
broken,
import_fail_streak: 0,
importer, importer,
vaapi_passthrough, vaapi_passthrough,
nv12: crate::zerocopy::nv12_enabled(), nv12: crate::zerocopy::nv12_enabled(),
@@ -1300,6 +1402,13 @@ mod pipewire {
} }
if ud.info.parse(param).is_ok() { if ud.info.parse(param).is_ok() {
ud.negotiated.store(true, Ordering::Relaxed); ud.negotiated.store(true, Ordering::Relaxed);
// A (re)negotiation replaces the buffer pool: every cached per-buffer import
// (stored fds in the worker, the Vulkan bridge's per-fd sources) keys on
// buffers that no longer exist — and a recycled fd number/inode must never
// resolve to a stale import. No-op on the first negotiation (empty caches).
if let Some(imp) = ud.importer.as_mut() {
imp.clear_cache();
}
let sz = ud.info.size(); let sz = ud.info.size();
ud.format = map_format(ud.info.format()); ud.format = map_format(ud.info.format());
ud.modifier = ud.info.modifier(); ud.modifier = ud.info.modifier();
+15 -6
View File
@@ -25,9 +25,12 @@
//! - **Path / genuinely-dynamic reads**: the config-dir resolution, `PATH` executable search, the //! - **Path / genuinely-dynamic reads**: the config-dir resolution, `PATH` executable search, the
//! env-forward-to-child loop, `PUNKTFUNK_MGMT_TOKEN`, `PUNKTFUNK_HOST_CMD`, `PUNKTFUNK_RENDER_NODE`. //! env-forward-to-child loop, `PUNKTFUNK_MGMT_TOKEN`, `PUNKTFUNK_HOST_CMD`, `PUNKTFUNK_RENDER_NODE`.
//! //!
//! `PUNKTFUNK_ZEROCOPY` note: this field uses **presence** semantics (`var_os(..).is_some()`) to match the //! `PUNKTFUNK_ZEROCOPY` note: this field is a **tri-state override** (`None` = unset). Unset defers to
//! Windows `encode/ffmpeg_win.rs` reader. The Linux `zerocopy` module keeps its own *truthy* parser //! the per-vendor default in `encode/ffmpeg_win.rs::zerocopy_enabled` (AMF on — on-glass validated
//! (`1|true|yes|on`) — the two are independent features that share a name; do NOT conflate them. //! 2026-07-06; QSV off until validated on Intel glass); an explicit value forces it (`0|false|off|no`
//! = off, anything else = on, so the old presence-style `=1` keeps working). The Linux `zerocopy`
//! module keeps its own *truthy* parser (`1|true|yes|on`) — the two are independent features that
//! share a name; do NOT conflate them.
use std::sync::OnceLock; use std::sync::OnceLock;
@@ -43,8 +46,9 @@ pub struct HostConfig {
pub render_adapter: Option<String>, pub render_adapter: Option<String>,
/// `PUNKTFUNK_IDD_DEPTH` — IDD-push pipeline depth override (default 2; the call site clamps to its `OUT_RING`). /// `PUNKTFUNK_IDD_DEPTH` — IDD-push pipeline depth override (default 2; the call site clamps to its `OUT_RING`).
pub idd_depth: usize, pub idd_depth: usize,
/// `PUNKTFUNK_ZEROCOPY` — opt into the Windows D3D11 zero-copy encode path (presence semantics; see module docs). /// `PUNKTFUNK_ZEROCOPY` — Windows D3D11 zero-copy encode input override. `None` (unset) defers to
pub zerocopy: bool, /// the per-vendor default (AMF on, QSV off — see module docs and `encode/ffmpeg_win.rs`).
pub zerocopy: Option<bool>,
/// `PUNKTFUNK_10BIT` — host policy gate for HEVC Main10 (only honored when the client also advertised 10-bit). /// `PUNKTFUNK_10BIT` — host policy gate for HEVC Main10 (only honored when the client also advertised 10-bit).
pub ten_bit: bool, pub ten_bit: bool,
/// `PUNKTFUNK_444` — host policy gate for full-chroma HEVC 4:4:4 (Range Extensions). Honored only /// `PUNKTFUNK_444` — host policy gate for full-chroma HEVC 4:4:4 (Range Extensions). Honored only
@@ -84,7 +88,12 @@ impl HostConfig {
idd_depth: val("PUNKTFUNK_IDD_DEPTH") idd_depth: val("PUNKTFUNK_IDD_DEPTH")
.and_then(|s| s.parse::<usize>().ok()) .and_then(|s| s.parse::<usize>().ok())
.unwrap_or(2), .unwrap_or(2),
zerocopy: flag("PUNKTFUNK_ZEROCOPY"), zerocopy: val("PUNKTFUNK_ZEROCOPY").map(|s| {
!matches!(
s.trim().to_ascii_lowercase().as_str(),
"0" | "false" | "off" | "no"
)
}),
ten_bit: flag("PUNKTFUNK_10BIT"), ten_bit: flag("PUNKTFUNK_10BIT"),
four_four_four: flag("PUNKTFUNK_444"), four_four_four: flag("PUNKTFUNK_444"),
perf: flag("PUNKTFUNK_PERF"), perf: flag("PUNKTFUNK_PERF"),
+108 -44
View File
@@ -194,6 +194,15 @@ pub trait Encoder: Send {
} }
/// Pull the next encoded AU if one is ready. /// Pull the next encoded AU if one is ready.
fn poll(&mut self) -> Result<Option<EncodedFrame>>; fn poll(&mut self) -> Result<Option<EncodedFrame>>;
/// Tear the underlying hardware encoder down and rebuild it in place, keeping the session's
/// negotiated parameters — the encode-stall watchdog's recovery lever (a wedged AMF/QSV
/// driver stops emitting AUs or accepting frames without ever returning an error). Returns
/// `true` when the encoder was rebuilt: every submitted-but-unpolled frame is forfeited and
/// the next submitted frame starts a fresh stream (IDR). Default `false`: the backend has no
/// in-place rebuild and the caller must treat the stall as fatal instead.
fn reset(&mut self) -> bool {
false
}
/// Signal end-of-stream. After this, drain the remaining AUs with [`poll`](Self::poll) /// Signal end-of-stream. After this, drain the remaining AUs with [`poll`](Self::poll)
/// until it returns `None` — NVENC buffers frames internally even at `delay=0`. /// until it returns `None` — NVENC buffers frames internally even at `delay=0`.
fn flush(&mut self) -> Result<()>; fn flush(&mut self) -> Result<()>;
@@ -370,6 +379,9 @@ impl Encoder for TrackedEncoder {
fn poll(&mut self) -> Result<Option<EncodedFrame>> { fn poll(&mut self) -> Result<Option<EncodedFrame>> {
self.inner.poll() self.inner.poll()
} }
fn reset(&mut self) -> bool {
self.inner.reset()
}
fn flush(&mut self) -> Result<()> { fn flush(&mut self) -> Result<()> {
self.inner.flush() self.inner.flush()
} }
@@ -534,17 +546,40 @@ fn open_video_backend(
) )
} }
} }
backend @ (WindowsBackend::Amf | WindowsBackend::Qsv) => { WindowsBackend::Amf => {
// AMD AMF / Intel QSV via libavcodec (the Windows analogue of the Linux VAAPI path). // AMD: the native AMF SDK encoder, unconditionally (design/native-amf-encoder.md
// Phase 3). The libavcodec AMF fallback and the `PUNKTFUNK_AMF_FFMPEG` hatch were
// removed once the native path was validated — two permanently-maintained AMF
// paths double the driver-matrix burden, and the one kept "for safety" is exactly
// the one with the wedge/latency pathology. No build feature: amfrt64.dll resolves
// at runtime like NVENC's DLL. A missing/ancient runtime fails HERE with the
// "install/update the AMD driver" message `AmfEncoder::open` raises (§6), rather
// than silently degrading — FFmpeg now serves QSV only.
amf::AmfEncoder::open(
codec,
format,
width,
height,
fps,
bitrate_bps,
bit_depth,
chroma,
)
.map(|e| Box::new(e) as Box<dyn Encoder>)
.map_err(|e| {
e.context(
"native AMF encode failed to open (update the AMD driver / amfrt64.dll \
runtime)",
)
})
}
WindowsBackend::Qsv => {
// Intel QSV via libavcodec (stays on FFmpeg — design/native-amf-encoder.md §2:
// async_depth=1 + low_power VDEnc is already near the hardware latency floor).
#[cfg(feature = "amf-qsv")] #[cfg(feature = "amf-qsv")]
{ {
let vendor = if matches!(backend, WindowsBackend::Amf) {
ffmpeg_win::WinVendor::Amf
} else {
ffmpeg_win::WinVendor::Qsv
};
ffmpeg_win::FfmpegWinEncoder::open( ffmpeg_win::FfmpegWinEncoder::open(
vendor, ffmpeg_win::WinVendor::Qsv,
codec, codec,
format, format,
width, width,
@@ -558,11 +593,10 @@ fn open_video_backend(
} }
#[cfg(not(feature = "amf-qsv"))] #[cfg(not(feature = "amf-qsv"))]
{ {
let _ = backend;
anyhow::bail!( anyhow::bail!(
"AMD/Intel (AMF/QSV) encode requested/detected but this host was built \ "Intel (QSV) encode requested/detected but this host was built without \
without it — rebuild with `--features amf-qsv` (needs ffmpeg-next + a \ it — rebuild with `--features amf-qsv` (needs ffmpeg-next + a FFMPEG_DIR \
FFMPEG_DIR with the AMF/QSV encoders at build time)" with the QSV encoders at build time)"
) )
} }
} }
@@ -773,14 +807,13 @@ pub fn can_encode_444(codec: Codec) -> bool {
false false
} }
} }
WindowsBackend::Amf | WindowsBackend::Qsv => { // AMD: native AMF never encodes 4:4:4 — VCN hardware limit, permanent, no probe
// needed (design/native-amf-encoder.md §3.5, Phase 3).
WindowsBackend::Amf => false,
WindowsBackend::Qsv => {
#[cfg(feature = "amf-qsv")] #[cfg(feature = "amf-qsv")]
{ {
let vendor = match windows_resolved_backend() { ffmpeg_win::probe_can_encode_444(ffmpeg_win::WinVendor::Qsv, codec)
WindowsBackend::Qsv => ffmpeg_win::WinVendor::Qsv,
_ => ffmpeg_win::WinVendor::Amf,
};
ffmpeg_win::probe_can_encode_444(vendor, codec)
} }
#[cfg(not(feature = "amf-qsv"))] #[cfg(not(feature = "amf-qsv"))]
{ {
@@ -847,16 +880,18 @@ pub(crate) fn windows_resolved_backend() -> WindowsBackend {
} }
} }
/// True if the active Windows backend is the libavcodec AMF/QSV path (so the codec advertisement /// True if the active Windows backend's codec advertisement comes from a **real GPU probe**
/// consults a real GPU probe rather than the NVENC static superset). Always false when the /// ([`windows_codec_support`]) rather than the NVENC static superset. AMF always qualifies — the
/// `amf-qsv` feature is off — there's then no ffmpeg backend to probe. /// native factory probe (`amf::probe_can_encode`) needs no build feature — while QSV still needs
/// the `amf-qsv` (libavcodec) build. Formerly `windows_backend_is_ffmpeg`, renamed when the
/// native AMF probe replaced the ffmpeg open-probe (design/native-amf-encoder.md §4, Phase 2).
#[cfg(target_os = "windows")] #[cfg(target_os = "windows")]
pub fn windows_backend_is_ffmpeg() -> bool { pub fn windows_backend_is_probed() -> bool {
cfg!(feature = "amf-qsv") match windows_resolved_backend() {
&& matches!( WindowsBackend::Amf => true,
windows_resolved_backend(), WindowsBackend::Qsv => cfg!(feature = "amf-qsv"),
WindowsBackend::Amf | WindowsBackend::Qsv WindowsBackend::Nvenc | WindowsBackend::Software => false,
) }
} }
/// Detect the encode-GPU vendor from the **selected render adapter** ([`crate::gpu::selected_gpu`]: /// Detect the encode-GPU vendor from the **selected render adapter** ([`crate::gpu::selected_gpu`]:
@@ -885,32 +920,55 @@ fn windows_gpu_vendor() -> Option<GpuVendor> {
}) })
} }
/// Probe the active Windows AMF/QSV backend for its encodable codecs (opens a tiny encoder per /// Probe the active Windows AMF/QSV backend for its encodable codecs (cached **per (backend,
/// codec; cached **per (backend, selected GPU)** — a web-console preference change re-probes on the /// selected GPU)** — a web-console preference change re-probes on the newly selected adapter
/// newly selected adapter instead of serving the old GPU's answer for the process lifetime). /// instead of serving the old GPU's answer for the process lifetime). Mirrors
/// Mirrors [`vaapi_codec_support`]; called only when [`windows_backend_is_ffmpeg`] is true. AV1 is /// [`vaapi_codec_support`]; called only when [`windows_backend_is_probed`] is true. AV1 is narrow
/// narrow (AMD RDNA3+, Intel Arc/Xe2+), so it must be probed, not assumed. /// (AMD RDNA3+, Intel Arc/Xe2+), so it must be probed, not assumed.
#[cfg(all(target_os = "windows", feature = "amf-qsv"))] ///
/// Mirrors the session dispatch (design/native-amf-encoder.md Phase 3): **AMD advertises from the
/// native AMF factory probe alone** (`amf::probe_can_encode`, on the selected adapter — the same
/// path the session opens, so the advertisement can never claim a codec the session can't emit);
/// **Intel/QSV uses the libavcodec probe** (all-`false` without the `amf-qsv` feature, matching a
/// build that cannot open QSV at all).
#[cfg(target_os = "windows")]
pub fn windows_codec_support() -> CodecSupport { pub fn windows_codec_support() -> CodecSupport {
use std::collections::HashMap; use std::collections::HashMap;
use std::sync::{Mutex, OnceLock}; use std::sync::{Mutex, OnceLock};
static CACHE: OnceLock<Mutex<HashMap<String, CodecSupport>>> = OnceLock::new(); static CACHE: OnceLock<Mutex<HashMap<String, CodecSupport>>> = OnceLock::new();
let vendor = match windows_resolved_backend() { let backend = windows_resolved_backend();
WindowsBackend::Qsv => ffmpeg_win::WinVendor::Qsv, let key = format!("{backend:?}:{}", crate::gpu::selection_key());
_ => ffmpeg_win::WinVendor::Amf,
};
let key = format!("{vendor:?}:{}", crate::gpu::selection_key());
let cache = CACHE.get_or_init(|| Mutex::new(HashMap::new())); let cache = CACHE.get_or_init(|| Mutex::new(HashMap::new()));
if let Some(c) = cache.lock().unwrap().get(&key) { if let Some(c) = cache.lock().unwrap().get(&key) {
return *c; return *c;
} }
let probe_one = |codec: Codec| -> bool {
match backend {
// AMD: the native factory probe is authoritative — it opens exactly the component the
// session will, so the advertisement matches what the encoder can emit by construction.
WindowsBackend::Amf => amf::probe_can_encode(codec),
WindowsBackend::Qsv => {
#[cfg(feature = "amf-qsv")]
{
ffmpeg_win::probe_can_encode(ffmpeg_win::WinVendor::Qsv, codec)
}
#[cfg(not(feature = "amf-qsv"))]
{
false
}
}
// Callers gate on `windows_backend_is_probed` — defensively answer "nothing probed"
// (the advertisement then falls back to the static superset).
WindowsBackend::Nvenc | WindowsBackend::Software => false,
}
};
let caps = CodecSupport { let caps = CodecSupport {
h264: ffmpeg_win::probe_can_encode(vendor, Codec::H264), h264: probe_one(Codec::H264),
h265: ffmpeg_win::probe_can_encode(vendor, Codec::H265), h265: probe_one(Codec::H265),
av1: ffmpeg_win::probe_can_encode(vendor, Codec::Av1), av1: probe_one(Codec::Av1),
}; };
tracing::info!( tracing::info!(
backend = ?vendor, ?backend,
h264 = caps.h264, h264 = caps.h264,
h265 = caps.h265, h265 = caps.h265,
av1 = caps.av1, av1 = caps.av1,
@@ -921,8 +979,14 @@ pub fn windows_codec_support() -> CodecSupport {
caps caps
} }
// Goal-1 stage 6: GPU/CPU encoders confined to `encode/windows/` (NVENC, AMF/QSV ffmpeg, software) and // Goal-1 stage 6: GPU/CPU encoders confined to `encode/windows/` (NVENC, native AMF, AMF/QSV
// `encode/linux/` (NVENC/CUDA + VAAPI); `#[path]` keeps the `crate::encode::*` module names flat. // ffmpeg, software) and `encode/linux/` (NVENC/CUDA + VAAPI); `#[path]` keeps the
// `crate::encode::*` module names flat.
// Native AMF (direct SDK, design/native-amf-encoder.md): compiled unconditionally on Windows —
// no build feature, the driver-installed amfrt64.dll resolves at runtime like NVENC's DLL.
#[cfg(target_os = "windows")]
#[path = "encode/windows/amf.rs"]
mod amf;
#[cfg(all(target_os = "windows", feature = "amf-qsv"))] #[cfg(all(target_os = "windows", feature = "amf-qsv"))]
#[path = "encode/windows/ffmpeg_win.rs"] #[path = "encode/windows/ffmpeg_win.rs"]
mod ffmpeg_win; mod ffmpeg_win;
File diff suppressed because it is too large Load Diff
@@ -1,28 +1,37 @@
//! AMD **AMF** and Intel **QSV** hardware encode on Windows via `ffmpeg-next` — the Windows //! Intel **QSV** (and, retained-but-no-longer-dispatched, AMD **AMF**) hardware encode on Windows
//! analogue of the Linux [`super::vaapi`] backend (one libavcodec backend per vendor, selected by //! via `ffmpeg-next` — the Windows analogue of the Linux [`super::vaapi`] backend (one libavcodec
//! encoder name: `*_amf` / `*_qsv`). This is the sibling of the direct-SDK [`super::nvenc`] path //! backend per vendor, selected by encoder name: `*_qsv` / `*_amf`). Sibling of the direct-SDK
//! behind the shared [`Encoder`] trait, selected in [`super::open_video`] (NVIDIA → NVENC, //! [`super::nvenc`] path behind the shared [`Encoder`] trait.
//! AMD → AMF, Intel → QSV). //!
//! **Dispatch (design/native-amf-encoder.md Phase 3):** [`super::open_video`] routes AMD to the
//! direct-SDK [`super::amf`] encoder, not this module — the libavcodec AMF wrapper's ~2-frame
//! output hold and its silent-wedge failure mode are exactly why the native path exists. So in
//! production this file serves **QSV only**. The `WinVendor::Amf` machinery is kept (not deleted)
//! because it is the comparator in the native-vs-libavcodec latency A/B (`amf::tests::
//! amf_latency_ab_bench`), and excising it would churn the shared, Intel-unvalidated QSV code for
//! no production benefit. Treat every `WinVendor::Amf` arm below as benchmark-only.
//! //!
//! The capturer hands a `FramePayload::D3d11` texture (NV12/P010 from the D3D11 video processor, or //! The capturer hands a `FramePayload::D3d11` texture (NV12/P010 from the D3D11 video processor, or
//! BGRA/Rgb10a2 as a fallback) on the capturer's own `ID3D11Device`. Two input paths, chosen lazily //! BGRA/Rgb10a2 as a fallback) on the capturer's own `ID3D11Device`. Two input paths, chosen lazily
//! from the first frame and the `PUNKTFUNK_ZEROCOPY` knob: //! from the first frame and the `PUNKTFUNK_ZEROCOPY` knob:
//! //!
//! * **System-memory** ([`SystemInner`], the default): read the captured D3D11 surface back to a CPU //! * **System-memory** ([`SystemInner`]): read the captured D3D11 surface back to a CPU
//! NV12/P010 [`AVFrame`] (a same-format `CopyResource` → staging → `Map`, plus a `swscale` step for //! NV12/P010 [`AVFrame`] (a same-format `CopyResource` → staging → `Map`, plus a `swscale` step for
//! the BGRA fallback) and `avcodec_send_frame` it. AMF/QSV upload it internally. One //! the BGRA fallback) and `avcodec_send_frame` it. AMF/QSV upload it internally. One
//! GPU→CPU→GPU round-trip per frame — the robust path, and the only one that can be brought up //! GPU→CPU→GPU round-trip per frame — the robust path, the QSV default, and the automatic
//! without on-glass validation (it is the analogue of the VAAPI "CPU input" fallback). //! fallback when the zero-copy setup fails (it is the analogue of the VAAPI "CPU input" fallback).
//! * **Zero-copy D3D11** ([`ZeroCopyInner`], `PUNKTFUNK_ZEROCOPY=1`): wrap the capturer's //! * **Zero-copy D3D11** ([`ZeroCopyInner`], the AMF default; see [`zerocopy_enabled`]): wrap the
//! `ID3D11Device` as an `AV_HWDEVICE_TYPE_D3D11VA` hwdevice (shared, *not* a second device — the //! capturer's `ID3D11Device` as an `AV_HWDEVICE_TYPE_D3D11VA` hwdevice (shared, *not* a second
//! capture textures are not shared-handle, so a different device couldn't read them), keep an //! device — the capture textures are not shared-handle, so a different device couldn't read them),
//! FFmpeg D3D11 frames pool, `CopySubresourceRegion` the captured texture into a pooled array //! keep an FFmpeg D3D11 frames pool, `CopySubresourceRegion` the captured texture into a pooled
//! slice (a GPU-local copy, like NVENC's CUDA path), then feed AMF `AV_PIX_FMT_D3D11` directly, //! array slice (a GPU-local copy, like NVENC's CUDA path), then feed AMF `AV_PIX_FMT_D3D11`
//! or map the D3D11 frame to a derived QSV surface for QSV. If the hw setup fails to open, this //! directly, or map the D3D11 frame to a derived QSV surface for QSV. If the hw setup fails to
//! falls back to the system-memory path for the session. //! open, this falls back to the system-memory path for the session.
//! //!
//! **Status: compiles in CI; not yet on-glass validated** (no AMD/Intel Windows box in the lab as of //! **Status:** AMF on-glass validated 2026-07-06 (Ryzen 7000 iGPU, 1080p120 HDR P010, both input
//! 2026-06-22). The system path is the conservative default; zero-copy is opt-in until validated. //! paths; zero-copy cut `submit_us` p50 2.8 ms → 0.26 ms) — zero-copy is the AMF default. QSV is
//! still not on-glass validated (no Intel Windows box in the lab), so its zero-copy path stays
//! opt-in via `PUNKTFUNK_ZEROCOPY=1`.
//! //!
//! Raw FFI: `ffmpeg-next` has no hwcontext wrappers for D3D11VA, so the hwdevice/hwframes calls go //! Raw FFI: `ffmpeg-next` has no hwcontext wrappers for D3D11VA, so the hwdevice/hwframes calls go
//! through `ffmpeg::ffi` (= `ffmpeg_sys_next`), exactly as the Linux CUDA/VAAPI paths do. The //! through `ffmpeg::ffi` (= `ffmpeg_sys_next`), exactly as the Linux CUDA/VAAPI paths do. The
@@ -108,10 +117,16 @@ impl WinVendor {
} }
} }
/// Is the zero-copy D3D11 path enabled? Opt-in (`PUNKTFUNK_ZEROCOPY=1`) until on-glass validated; /// Is the zero-copy D3D11 path enabled for this vendor? An explicit `PUNKTFUNK_ZEROCOPY`
/// the default is the robust system-memory readback path. /// (`0|false|off|no` = off, anything else = on) overrides; unset defers to the per-vendor default:
fn zerocopy_enabled() -> bool { /// **on for AMF** — on-glass validated 2026-07-06 (Ryzen iGPU, 1080p120 HDR P010: `submit_us` p50
crate::config::config().zerocopy /// 2.8 ms → 0.26 ms vs readback) — and **off for QSV** until validated on Intel glass (the
/// open-failure fallback only catches *setup* errors; a derive that opens but maps wrong would
/// corrupt silently, so it stays opt-in per the probe-never-assume rule).
fn zerocopy_enabled(vendor: WinVendor) -> bool {
crate::config::config()
.zerocopy
.unwrap_or(matches!(vendor, WinVendor::Amf))
} }
/// The swscale *source* pixel format for a captured packed-RGB/BGR layout (8-bit BGRA fallback only). /// The swscale *source* pixel format for a captured packed-RGB/BGR layout (8-bit BGRA fallback only).
@@ -771,9 +786,9 @@ impl Drop for SystemInner {
} }
// --------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------
// Zero-copy D3D11 path (PUNKTFUNK_ZEROCOPY=1): share the capture device, pool D3D11 frames, copy // Zero-copy D3D11 path (the AMF default; QSV opt-in — see `zerocopy_enabled`): share the capture
// the captured texture into a pooled slice, feed AMF directly / map to QSV. Falls back to the // device, pool D3D11 frames, copy the captured texture into a pooled slice, feed AMF directly /
// system path if the hw setup fails to open. Untested on glass — opt-in only for now. // map to QSV. Falls back to the system path if the hw setup fails to open.
// --------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------
struct D3d11Hw { struct D3d11Hw {
@@ -1199,7 +1214,7 @@ impl FfmpegWinEncoder {
} }
self.inner = None; self.inner = None;
self.bound_device = dev_raw; self.bound_device = dev_raw;
let inner = if zerocopy_enabled() { let inner = if zerocopy_enabled(self.vendor) {
match ZeroCopyInner::open( match ZeroCopyInner::open(
self.vendor, self.vendor,
self.codec, self.codec,
@@ -1307,6 +1322,18 @@ impl Encoder for FfmpegWinEncoder {
self.force_kf = true; self.force_kf = true;
} }
/// Encode-stall recovery: drop the wedged libavcodec encoder (its `Drop` releases the AMF/QSV
/// runtime state) and let the next `submit` rebuild it lazily on the current device, exactly
/// like first-frame bring-up. The owed AUs are forfeited (`in_flight` zeroed) and the rebuilt
/// encoder's first frame is forced IDR so the client resyncs immediately.
fn reset(&mut self) -> bool {
self.inner = None;
self.bound_device = 0;
self.in_flight = 0;
self.force_kf = true;
true
}
/// Poll for the next finished AU (single non-blocking `receive_packet`). /// Poll for the next finished AU (single non-blocking `receive_packet`).
/// ///
/// libavcodec's `hevc_amf`/`av1_amf` wrapper holds ~2 frames before releasing the oldest /// libavcodec's `hevc_amf`/`av1_amf` wrapper holds ~2 frames before releasing the oldest
@@ -77,9 +77,10 @@ fn base_codec_mode_support() -> u32 {
} }
} }
// Windows AMD/Intel (AMF/QSV): advertise only what the GPU actually encodes (AV1 is narrow, an // Windows AMD/Intel (AMF/QSV): advertise only what the GPU actually encodes (AV1 is narrow, an
// old iGPU might lack HEVC). NVENC and the GPU-less software path keep the static superset. // old iGPU might lack HEVC). AMF probes natively (no build feature needed); QSV needs the
#[cfg(all(target_os = "windows", feature = "amf-qsv"))] // libavcodec build. NVENC and the GPU-less software path keep the static superset.
if crate::encode::windows_backend_is_ffmpeg() { #[cfg(target_os = "windows")]
if crate::encode::windows_backend_is_probed() {
if let Some(m) = probed_mask(crate::encode::windows_codec_support()) { if let Some(m) = probed_mask(crate::encode::windows_codec_support()) {
return m; return m;
} }
@@ -91,7 +92,7 @@ fn base_codec_mode_support() -> u32 {
/// or `None` if the probe found nothing — meaning the GPU wasn't usable at probe time (GPU-less CI, /// or `None` if the probe found nothing — meaning the GPU wasn't usable at probe time (GPU-less CI,
/// a misconfigured/wrong-vendor host), NOT that it encodes zero codecs; the caller then advertises /// a misconfigured/wrong-vendor host), NOT that it encodes zero codecs; the caller then advertises
/// the static superset (pre-probe behaviour) rather than claiming nothing. /// the static superset (pre-probe behaviour) rather than claiming nothing.
#[cfg(any(target_os = "linux", all(target_os = "windows", feature = "amf-qsv")))] #[cfg(any(target_os = "linux", target_os = "windows"))]
fn probed_mask(caps: crate::encode::CodecSupport) -> Option<u32> { fn probed_mask(caps: crate::encode::CodecSupport) -> Option<u32> {
use super::{SCM_AV1_MAIN8, SCM_H264, SCM_HEVC}; use super::{SCM_AV1_MAIN8, SCM_H264, SCM_HEVC};
let mut m = 0; let mut m = 0;
+20 -1
View File
@@ -246,15 +246,34 @@ fn open_gs_virtual_source(
} }
#[cfg(not(target_os = "windows"))] #[cfg(not(target_os = "windows"))]
{ {
// A client is (re)connecting → cancel any pending TV-session restore (review #3).
crate::vdisplay::cancel_pending_tv_restore();
let active = crate::vdisplay::detect_active_session(); let active = crate::vdisplay::detect_active_session();
// A4: fold any compositor-instance change (idle-time Game↔Desktop switch) into the epoch
// before acquiring, so a GameStream reconnect never reuses a dead-instance node.
crate::vdisplay::observe_session_instance(&active);
crate::vdisplay::apply_session_env(&active); crate::vdisplay::apply_session_env(&active);
// Dedicated game session (B0): a GameStream app whose launch RESOLVES to a command (library
// id / apps.json command), under `game_session=dedicated` with gamescope available, gets its
// own headless gamescope spawn at the client mode — same routing as the native plane. Gate on
// the resolved command so an unresolvable entry falls back to auto routing (review #9).
let has_launch = crate::library::resolve_session_launch(
app.and_then(|a| a.library_id.as_deref()),
app.and_then(|a| a.cmd.as_deref()),
)
.is_some();
if crate::vdisplay::wants_dedicated_game_session(has_launch) {
crate::vdisplay::apply_input_env(crate::vdisplay::Compositor::Gamescope, true);
crate::vdisplay::Compositor::Gamescope
} else {
let c = crate::vdisplay::compositor_for_kind(active.kind) let c = crate::vdisplay::compositor_for_kind(active.kind)
.map(Ok) .map(Ok)
.unwrap_or_else(crate::vdisplay::detect) .unwrap_or_else(crate::vdisplay::detect)
.context("detect compositor")?; .context("detect compositor")?;
crate::vdisplay::apply_input_env(c); crate::vdisplay::apply_input_env(c, false);
c c
} }
}
}; };
let mut vd = crate::vdisplay::open(compositor).context("open virtual display")?; let mut vd = crate::vdisplay::open(compositor).context("open virtual display")?;
// Carry the resolved launch command on the backend instance (per-session) rather than a // Carry the resolved launch command on the backend instance (per-session) rather than a
@@ -0,0 +1,609 @@
//! Host side of the isolated zero-copy GPU import (design:
//! [`design/zerocopy-worker-isolation.md`]): spawns the `zerocopy-worker` subprocess, mirrors the
//! [`super::egl::EglImporter`] entry points over the [`super::proto`] socket, and materializes
//! the worker's pooled CUDA buffers in this process via CUDA IPC (each buffer's handles are
//! opened exactly once and reused as the pool recycles). A worker death — the whole point of the
//! isolation — surfaces as an `Err` with [`RemoteImporter::dead`] set, never as a host fault.
// Every `unsafe` block in this file carries a `// SAFETY:` proof; enforce it (unsafe-proof program).
#![deny(clippy::undocumented_unsafe_blocks)]
use super::cuda::{self, CUdeviceptr, DeviceBuffer, CU_IPC_HANDLE_SIZE};
use super::egl::DmabufPlane;
use super::proto::{self, BufferDesc, ImportKind, Reply, Request};
use anyhow::{bail, Context, Result};
use std::collections::{HashMap, HashSet};
use std::io;
use std::os::fd::{AsFd, AsRawFd, BorrowedFd, OwnedFd};
use std::path::Path;
use std::process::{Child, Command};
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::{Arc, Mutex};
use std::time::Duration;
/// Handshake budget: EGL + CUDA bring-up is ~200 ms; a cold driver load can take seconds.
const HANDSHAKE_TIMEOUT: Duration = Duration::from_secs(20);
/// Per-request budget. An import is a few ms of GPU work; if the worker can't answer in this
/// window it is wedged (GPU fault in progress) and gets treated as dead.
const REPLY_TIMEOUT: Duration = Duration::from_secs(10);
/// State shared with in-flight frames: the socket (their release messages) and the CUDA IPC
/// mappings (their device pointers). Lives until the LAST in-flight [`DeviceBuffer`] drops, so a
/// mapping is never closed under a frame the encoder still reads — and only then does the socket
/// close, which is what tells an idle worker to exit.
struct Shared {
sock: OwnedFd,
mappings: Mutex<HashMap<u32, Mapping>>,
dead: AtomicBool,
}
/// One pooled worker buffer, opened in this process.
#[derive(Clone, Copy)]
struct Mapping {
y: CUdeviceptr,
y_pitch: usize,
uv: Option<(CUdeviceptr, usize)>,
width: u32,
height: u32,
}
impl Drop for Shared {
fn drop(&mut self) {
// Last reference gone — no DeviceBuffer can still point into these mappings.
for (_, m) in self.mappings.lock().unwrap().drain() {
cuda::ipc_close(m.y);
if let Some((uv, _)) = m.uv {
cuda::ipc_close(uv);
}
}
}
}
/// Children whose worker hasn't exited yet at `RemoteImporter` drop time (it exits on socket
/// EOF, i.e. after the last in-flight frame drops). Swept on every spawn and every drop so
/// workers don't linger as zombies for more than one capture generation.
static REAPER: Mutex<Vec<Child>> = Mutex::new(Vec::new());
fn sweep_reaper() {
let mut list = REAPER.lock().unwrap();
list.retain_mut(|c| !matches!(c.try_wait(), Ok(Some(_))));
}
/// The remote (isolated) importer — one per capture. Method-for-method mirror of the in-process
/// [`super::egl::EglImporter`] surface the capture thread uses.
pub struct RemoteImporter {
shared: Arc<Shared>,
child: Option<Child>,
/// Reused receive scratch buffer (all replies are read by the single capture thread).
rbuf: Vec<u8>,
/// Dmabuf keys (`st_ino`) whose fd the worker already holds — the fd is passed only once.
sent_keys: HashSet<u64>,
}
impl RemoteImporter {
/// Spawn the worker from this host binary and complete the readiness handshake. An `Err`
/// here means "no isolated zero-copy available" — callers fall back to the CPU path, exactly
/// like an in-process `EglImporter::new()` failure.
pub fn spawn() -> Result<RemoteImporter> {
let exe = std::env::current_exe().context("resolve /proc/self/exe for the worker")?;
Self::spawn_exe(&exe)
}
/// [`Self::spawn`] with an explicit executable (separated for tests).
fn spawn_exe(exe: &Path) -> Result<RemoteImporter> {
sweep_reaper();
let (host_end, worker_end) = proto::socketpair_seqpacket().context("worker socketpair")?;
let mut cmd = Command::new(exe);
cmd.arg("zerocopy-worker").arg("--fd").arg("3");
let raw = worker_end.as_raw_fd();
// SAFETY: `pre_exec` runs between fork and exec, so only async-signal-safe calls are
// allowed — `dup2` and `fcntl` both are, and the closure captures only the `Copy` int
// `raw` (no allocation, no locks). `dup2(raw, 3)` installs the socket at the fd number
// the subcommand expects and clears CLOEXEC on the copy; if the parent's fd already IS 3,
// `dup2(3,3)` would preserve CLOEXEC, so that case clears the flag explicitly instead.
unsafe {
use std::os::unix::process::CommandExt;
cmd.pre_exec(move || {
if raw == 3 {
let flags = libc::fcntl(3, libc::F_GETFD);
if flags < 0 || libc::fcntl(3, libc::F_SETFD, flags & !libc::FD_CLOEXEC) < 0 {
return Err(io::Error::last_os_error());
}
} else if libc::dup2(raw, 3) < 0 {
return Err(io::Error::last_os_error());
}
Ok(())
});
}
let child = cmd.spawn().context("spawn zerocopy-worker")?;
drop(worker_end); // the child holds its own copy now
Self::from_socket(host_end, Some(child))
}
/// Complete the handshake on an already-connected socket (the unit tests drive this against
/// a mock server thread instead of a real subprocess).
fn from_socket(sock: OwnedFd, child: Option<Child>) -> Result<RemoteImporter> {
let mut importer = RemoteImporter {
shared: Arc::new(Shared {
sock,
mappings: Mutex::new(HashMap::new()),
dead: AtomicBool::new(false),
}),
child,
rbuf: Vec::new(),
sent_keys: HashSet::new(),
};
proto::set_recv_timeout(importer.shared.sock.as_fd(), Some(HANDSHAKE_TIMEOUT))?;
let ready = proto::recv::<Reply>(importer.shared.sock.as_fd(), &mut importer.rbuf);
proto::set_recv_timeout(importer.shared.sock.as_fd(), Some(REPLY_TIMEOUT))?;
match ready {
Ok((Reply::Ready { version }, _)) if version == proto::PROTO_VERSION => {
tracing::info!(
pid = importer.child.as_ref().map(|c| c.id()),
"zero-copy GPU import isolated in a worker process"
);
Ok(importer)
}
Ok((Reply::Ready { version }, _)) => {
importer.mark_dead();
bail!(
"zerocopy worker protocol mismatch (worker v{version}, host v{})",
proto::PROTO_VERSION
)
}
Ok((Reply::InitErr { message }, _)) => {
// The worker exits by itself after reporting; not a death, just "no GPU here".
bail!("zerocopy worker init failed: {message}")
}
Ok((other, _)) => {
importer.mark_dead();
bail!("unexpected zerocopy worker handshake: {other:?}")
}
Err(e) => {
importer.mark_dead();
Err(e).context("zerocopy worker handshake (died on startup?)")
}
}
}
/// True once any exchange failed at the transport level — the worker is gone (or wedged) and
/// every further call fails fast. The capture layer poisons its stream on this.
pub fn dead(&self) -> bool {
self.shared.dead.load(Ordering::Relaxed)
}
fn mark_dead(&self) {
self.shared.dead.store(true, Ordering::Relaxed);
}
/// Mirror of [`super::egl::EglImporter::supported_modifiers`] (worker round-trip; empty on
/// any failure, which makes the capture fall back like an importless negotiation).
pub fn supported_modifiers(&mut self, fourcc: u32) -> Vec<u64> {
if self.dead() {
return Vec::new();
}
if let Err(e) = proto::send(
self.shared.sock.as_fd(),
&Request::Modifiers { fourcc },
None,
) {
tracing::warn!(error = %e, "zerocopy worker modifier query failed");
self.mark_dead();
return Vec::new();
}
match proto::recv::<Reply>(self.shared.sock.as_fd(), &mut self.rbuf) {
Ok((Reply::Modifiers { modifiers }, _)) => modifiers,
Ok((other, _)) => {
tracing::warn!(?other, "unexpected zerocopy worker reply to Modifiers");
self.mark_dead();
Vec::new()
}
Err(e) => {
tracing::warn!(error = %e, "zerocopy worker modifier reply failed");
self.mark_dead();
Vec::new()
}
}
}
/// Mirror of [`super::egl::EglImporter::import`] (tiled dmabuf → BGRx CUDA buffer).
pub fn import(
&mut self,
plane: &DmabufPlane,
width: u32,
height: u32,
fourcc: u32,
modifier: Option<u64>,
) -> Result<DeviceBuffer> {
self.import_impl(plane, ImportKind::Tiled, width, height, fourcc, modifier)
}
/// Mirror of [`super::egl::EglImporter::import_nv12`].
pub fn import_nv12(
&mut self,
plane: &DmabufPlane,
width: u32,
height: u32,
fourcc: u32,
modifier: Option<u64>,
) -> Result<DeviceBuffer> {
self.import_impl(
plane,
ImportKind::TiledNv12,
width,
height,
fourcc,
modifier,
)
}
/// Mirror of [`super::egl::EglImporter::import_linear`] (LINEAR dmabuf → Vulkan bridge).
pub fn import_linear(
&mut self,
plane: &DmabufPlane,
width: u32,
height: u32,
) -> Result<DeviceBuffer> {
self.import_impl(plane, ImportKind::Linear, width, height, 0, None)
}
fn import_impl(
&mut self,
plane: &DmabufPlane,
kind: ImportKind,
width: u32,
height: u32,
fourcc: u32,
modifier: Option<u64>,
) -> Result<DeviceBuffer> {
if self.dead() {
bail!("zerocopy worker is dead");
}
let key = dmabuf_key(plane.fd)?;
// One retry: a `NeedFd` reply (the worker's fd cache evicted this key) clears our
// "already sent" note so the second attempt carries the fd again.
let mut attempts = 0;
let reply = loop {
attempts += 1;
let has_fd = self.sent_keys.insert(key);
// SAFETY: `plane.fd` is the dmabuf fd of the PipeWire buffer the capture thread still
// holds for this callback (`consume_frame`'s contract), so it is open and stays open
// for this synchronous call; the `BorrowedFd` never outlives it (used only for the
// `send`).
let pass = has_fd.then(|| unsafe { BorrowedFd::borrow_raw(plane.fd) });
let req = Request::Import {
key,
kind,
width,
height,
fourcc,
modifier,
offset: plane.offset,
stride: plane.stride,
has_fd,
};
if let Err(e) = proto::send(self.shared.sock.as_fd(), &req, pass) {
self.mark_dead();
return Err(e).context("zerocopy worker died (send)");
}
let reply = match proto::recv::<Reply>(self.shared.sock.as_fd(), &mut self.rbuf) {
Ok((reply, _)) => reply,
Err(e) => {
self.mark_dead();
return Err(e).context("zerocopy worker died (no reply)");
}
};
match reply {
Reply::NeedFd if attempts == 1 => {
self.sent_keys.remove(&key);
continue;
}
Reply::NeedFd => {
self.mark_dead();
bail!("zerocopy worker still lacks the fd after a resend (desync)");
}
other => break other,
}
};
match reply {
Reply::Frame { id, desc } => {
if let Some(desc) = desc {
let mapping = open_mapping(&desc).with_context(|| {
// An unopenable mapping poisons every future frame in this buffer —
// treat it as a dead worker so the capture rebuilds cleanly.
self.mark_dead();
format!("open CUDA IPC mapping for worker buffer {id}")
})?;
self.shared.mappings.lock().unwrap().insert(id, mapping);
}
let m = self
.shared
.mappings
.lock()
.unwrap()
.get(&id)
.copied()
.ok_or_else(|| {
self.mark_dead();
anyhow::anyhow!("worker delivered unknown buffer id {id} (desync)")
})?;
let shared = self.shared.clone();
Ok(DeviceBuffer::remote(
m.y,
m.y_pitch,
m.width,
m.height,
m.uv,
Box::new(move || {
// Fire-and-forget recycle; a dead worker just means EPIPE, ignored. The
// captured `shared` Arc is what keeps the mapping + socket alive until
// the last frame drops.
let _ = proto::send(shared.sock.as_fd(), &Request::Release { id }, None);
}),
))
}
Reply::Err { message } => bail!("zerocopy worker import failed: {message}"),
other => {
self.mark_dead();
bail!("unexpected zerocopy worker reply: {other:?}")
}
}
}
/// The PipeWire stream renegotiated — reset both sides' per-buffer caches.
pub fn clear_cache(&mut self) {
self.sent_keys.clear();
if !self.dead() {
if let Err(e) = proto::send(self.shared.sock.as_fd(), &Request::ClearCache, None) {
tracing::warn!(error = %e, "zerocopy worker ClearCache failed");
self.mark_dead();
}
}
}
}
impl Drop for RemoteImporter {
fn drop(&mut self) {
// The worker exits on socket EOF, which happens when the last `Shared` reference (this
// importer, or the final in-flight frame on the encode side) drops. Reap what's already
// gone; park the rest for the next sweep.
if let Some(mut child) = self.child.take() {
if !matches!(child.try_wait(), Ok(Some(_))) {
REAPER.lock().unwrap().push(child);
}
}
sweep_reaper();
}
}
/// Identity of the dma-buf behind `fd`, stable across frames and across `SCM_RIGHTS` re-numbering:
/// every dma-buf gets a unique inode on the kernel's dmabuf pseudo-fs for its lifetime. Used as
/// the worker's fd-cache key so the fd itself is only passed once.
fn dmabuf_key(fd: i32) -> Result<u64> {
// SAFETY: `libc::stat` is plain-old-data for which all-zero is a valid value, so
// `mem::zeroed()` is a sound initializer. `fd` is the caller's live dmabuf fd; `fstat` writes
// into `&mut st`, a live, correctly-sized stack struct that outlives the synchronous call,
// and `st_ino` is read only after the return value is checked.
unsafe {
let mut st: libc::stat = std::mem::zeroed();
if libc::fstat(fd, &mut st) != 0 {
bail!("fstat(dmabuf fd): {}", io::Error::last_os_error());
}
Ok(st.st_ino)
}
}
/// Open a worker buffer's CUDA IPC handles in this process.
fn open_mapping(desc: &BufferDesc) -> Result<Mapping> {
cuda::make_current()?;
let y_handle: [u8; CU_IPC_HANDLE_SIZE] = desc
.y_handle
.as_slice()
.try_into()
.context("worker sent a malformed Y IPC handle")?;
let y = cuda::ipc_open(&y_handle).context("open Y plane IPC handle")?;
let uv = match &desc.uv {
Some((handle, pitch)) => {
let handle: [u8; CU_IPC_HANDLE_SIZE] = handle
.as_slice()
.try_into()
.context("worker sent a malformed UV IPC handle")?;
match cuda::ipc_open(&handle) {
Ok(ptr) => Some((ptr, *pitch)),
Err(e) => {
// Don't leak the Y mapping on a half-open failure.
cuda::ipc_close(y);
return Err(e).context("open UV plane IPC handle");
}
}
}
None => None,
};
Ok(Mapping {
y,
y_pitch: desc.y_pitch,
uv,
width: desc.width,
height: desc.height,
})
}
#[cfg(test)]
mod tests {
use super::*;
use std::thread;
fn handshake_server(reply: Reply) -> OwnedFd {
let (host, worker) = proto::socketpair_seqpacket().unwrap();
proto::send(worker.as_fd(), &reply, None).unwrap();
// Keep the worker end alive alongside the host end for the test's duration by leaking it
// into the reply thread below? Not needed: the handshake reply is already queued in the
// socket buffer, so the worker end may drop — recv still delivers queued data first.
drop(worker);
host
}
#[test]
fn handshake_ready_and_version_gate() {
let host = handshake_server(Reply::Ready {
version: proto::PROTO_VERSION,
});
let imp = RemoteImporter::from_socket(host, None).unwrap();
assert!(!imp.dead());
let host = handshake_server(Reply::Ready { version: 999 });
assert!(RemoteImporter::from_socket(host, None).is_err());
}
#[test]
fn handshake_init_err() {
let host = handshake_server(Reply::InitErr {
message: "no GPU".into(),
});
let Err(err) = RemoteImporter::from_socket(host, None) else {
panic!("InitErr handshake must fail")
};
assert!(format!("{err:#}").contains("no GPU"), "{err:#}");
}
#[test]
fn handshake_eof_is_an_error() {
let (host, worker) = proto::socketpair_seqpacket().unwrap();
drop(worker);
assert!(RemoteImporter::from_socket(host, None).is_err());
}
#[test]
fn spawning_a_non_worker_fails_cleanly() {
// `true` exits immediately without a handshake → EOF → clean spawn error, the same
// fallback path a GPU-less box takes.
let Err(err) = RemoteImporter::spawn_exe(Path::new("true")) else {
panic!("spawning a non-worker must fail")
};
assert!(format!("{err:#}").contains("handshake"), "{err:#}");
}
/// A scripted peer: answers the handshake, then serves canned replies per request.
fn scripted_server(replies: Vec<Reply>) -> (RemoteImporter, thread::JoinHandle<Vec<Request>>) {
let (host, worker) = proto::socketpair_seqpacket().unwrap();
proto::send(
worker.as_fd(),
&Reply::Ready {
version: proto::PROTO_VERSION,
},
None,
)
.unwrap();
let join = thread::spawn(move || {
let mut buf = Vec::new();
let mut seen = Vec::new();
let mut replies = replies.into_iter();
while let Ok((req, _fd)) = proto::recv::<Request>(worker.as_fd(), &mut buf) {
let needs_reply = matches!(req, Request::Modifiers { .. } | Request::Import { .. });
seen.push(req);
if needs_reply {
match replies.next() {
Some(r) => proto::send(worker.as_fd(), &r, None).unwrap(),
None => break, // close → client sees a dead worker
}
}
}
seen
});
let imp = RemoteImporter::from_socket(host, None).unwrap();
(imp, join)
}
#[test]
fn modifiers_round_trip() {
let (mut imp, join) = scripted_server(vec![Reply::Modifiers {
modifiers: vec![1, 2, 3],
}]);
assert_eq!(imp.supported_modifiers(0x3432_5258), vec![1, 2, 3]);
assert!(!imp.dead());
drop(imp);
let seen = join.join().unwrap();
assert_eq!(
seen,
vec![Request::Modifiers {
fourcc: 0x3432_5258
}]
);
}
#[test]
fn need_fd_triggers_one_resend_with_the_fd() {
let (mut imp, join) = scripted_server(vec![
Reply::Err {
message: "one".into(),
},
Reply::NeedFd,
Reply::Err {
message: "two".into(),
},
]);
let (pr, _pw) = std::io::pipe().unwrap();
let plane = DmabufPlane {
fd: pr.as_fd().as_raw_fd(),
offset: 0,
stride: 256,
};
// First import: first sight of the key → fd rides along; the Err reply keeps the key
// marked as sent (the worker cached the fd before failing).
assert!(imp.import(&plane, 64, 64, 1, Some(2)).is_err());
// Second import: no fd (already sent) → worker answers NeedFd → one retry WITH the fd.
assert!(imp.import(&plane, 64, 64, 1, Some(2)).is_err());
assert!(!imp.dead(), "NeedFd handling must not mark the worker dead");
drop(imp);
let fd_flags: Vec<bool> = join
.join()
.unwrap()
.iter()
.map(|r| match r {
Request::Import { has_fd, .. } => *has_fd,
other => panic!("unexpected request {other:?}"),
})
.collect();
assert_eq!(fd_flags, vec![true, false, true]);
}
#[test]
fn import_error_reply_keeps_worker_alive_and_death_is_detected() {
let (mut imp, join) = scripted_server(vec![Reply::Err {
message: "EGL_BAD_MATCH".into(),
}]);
// Any pipe works as a stand-in fd for key derivation.
let (pr, _pw) = std::io::pipe().unwrap();
let plane = DmabufPlane {
fd: pr.as_fd().as_raw_fd(),
offset: 0,
stride: 256,
};
let Err(err) = imp.import(&plane, 64, 64, 1, Some(2)) else {
panic!("scripted Err reply must fail the import")
};
assert!(format!("{err:#}").contains("EGL_BAD_MATCH"));
assert!(!imp.dead(), "an Err reply must not mark the worker dead");
// The scripted replies are exhausted → the server closes → the next import dies.
let Err(err) = imp.import(&plane, 64, 64, 1, Some(2)) else {
panic!("a closed worker must fail the import")
};
assert!(format!("{err:#}").contains("died"), "{err:#}");
assert!(imp.dead());
drop(imp);
let seen = join.join().unwrap();
// First import carried the fd (first sight of the key); the retry didn't re-send it.
match (&seen[0], &seen[1]) {
(
Request::Import {
has_fd: true,
kind: ImportKind::Tiled,
..
},
Request::Import { has_fd: false, .. },
) => {}
other => panic!("unexpected requests {other:?}"),
}
}
}
@@ -90,6 +90,21 @@ pub struct CUDA_EXTERNAL_MEMORY_BUFFER_DESC {
pub const CU_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_FD: c_uint = 1; pub const CU_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_FD: c_uint = 1;
/// `CUipcMemHandle` (cuda.h): an opaque 64-byte struct identifying a device allocation across
/// processes. Produced by `cuIpcGetMemHandle` in the exporting process, consumed by
/// `cuIpcOpenMemHandle` in the importer — passed **by value**, matching the C
/// `struct { char reserved[64]; }`. Plain bytes — safe to ship over a socket.
pub const CU_IPC_HANDLE_SIZE: usize = 64;
#[repr(C)]
#[derive(Clone, Copy)]
pub struct CUipcMemHandle {
pub reserved: [u8; CU_IPC_HANDLE_SIZE],
}
/// `CUipcMem_flags`: lazily enable peer access on open (the documented flag for
/// `cuIpcOpenMemHandle`; a no-op for a same-device open, which is our only case).
const CU_IPC_MEM_LAZY_ENABLE_PEER_ACCESS: c_uint = 0x1;
/// CUDA Driver API entry points, resolved at runtime from `libcuda.so.1` via `dlopen` rather than /// CUDA Driver API entry points, resolved at runtime from `libcuda.so.1` via `dlopen` rather than
/// a link-time `#[link(name = "cuda")]`. This is what lets ONE host binary run on NVIDIA /// a link-time `#[link(name = "cuda")]`. This is what lets ONE host binary run on NVIDIA
/// (zero-copy via CUDA → NVENC) *and* on AMD/Intel (VAAPI, where the NVIDIA driver — and thus /// (zero-copy via CUDA → NVENC) *and* on AMD/Intel (VAAPI, where the NVIDIA driver — and thus
@@ -129,6 +144,9 @@ struct CudaApi {
*const CUDA_EXTERNAL_MEMORY_BUFFER_DESC, *const CUDA_EXTERNAL_MEMORY_BUFFER_DESC,
) -> CUresult, ) -> CUresult,
cuDestroyExternalMemory: unsafe extern "C" fn(CUexternalMemory) -> CUresult, cuDestroyExternalMemory: unsafe extern "C" fn(CUexternalMemory) -> CUresult,
cuIpcGetMemHandle: unsafe extern "C" fn(*mut CUipcMemHandle, CUdeviceptr) -> CUresult,
cuIpcOpenMemHandle: unsafe extern "C" fn(*mut CUdeviceptr, CUipcMemHandle, c_uint) -> CUresult,
cuIpcCloseMemHandle: unsafe extern "C" fn(CUdeviceptr) -> CUresult,
} }
// SAFETY: every field is a bare `extern "C" fn` address into the leaked, process-lifetime // SAFETY: every field is a bare `extern "C" fn` address into the leaked, process-lifetime
// `libcuda` mapping (`cuda_api` `forget`s the `Library`, so it is never unloaded) — an immutable // `libcuda` mapping (`cuda_api` `forget`s the `Library`, so it is never unloaded) — an immutable
@@ -192,6 +210,14 @@ fn cuda_api() -> Option<&'static CudaApi> {
.get(b"cuExternalMemoryGetMappedBuffer\0") .get(b"cuExternalMemoryGetMappedBuffer\0")
.ok()?, .ok()?,
cuDestroyExternalMemory: *lib.get(b"cuDestroyExternalMemory\0").ok()?, cuDestroyExternalMemory: *lib.get(b"cuDestroyExternalMemory\0").ok()?,
cuIpcGetMemHandle: *lib.get(b"cuIpcGetMemHandle\0").ok()?,
// CUDA 11 renamed the entry point (per-thread-stream ABI split); every modern
// driver exports `_v2`, but accept the unsuffixed one too (same signature).
cuIpcOpenMemHandle: *lib
.get(b"cuIpcOpenMemHandle_v2\0")
.or_else(|_| lib.get(b"cuIpcOpenMemHandle\0"))
.ok()?,
cuIpcCloseMemHandle: *lib.get(b"cuIpcCloseMemHandle\0").ok()?,
}; };
std::mem::forget(lib); // keep libcuda mapped for the fn pointers' lifetime (process) std::mem::forget(lib); // keep libcuda mapped for the fn pointers' lifetime (process)
Some(api) Some(api)
@@ -346,6 +372,28 @@ unsafe fn cuDestroyExternalMemory(ext_mem: CUexternalMemory) -> CUresult {
None => CU_ERROR_NOT_LOADED, None => CU_ERROR_NOT_LOADED,
} }
} }
unsafe fn cuIpcGetMemHandle(handle: *mut CUipcMemHandle, dptr: CUdeviceptr) -> CUresult {
match cuda_api() {
Some(a) => (a.cuIpcGetMemHandle)(handle, dptr),
None => CU_ERROR_NOT_LOADED,
}
}
unsafe fn cuIpcOpenMemHandle(
dptr: *mut CUdeviceptr,
handle: CUipcMemHandle,
flags: c_uint,
) -> CUresult {
match cuda_api() {
Some(a) => (a.cuIpcOpenMemHandle)(dptr, handle, flags),
None => CU_ERROR_NOT_LOADED,
}
}
unsafe fn cuIpcCloseMemHandle(dptr: CUdeviceptr) -> CUresult {
match cuda_api() {
Some(a) => (a.cuIpcCloseMemHandle)(dptr),
None => CU_ERROR_NOT_LOADED,
}
}
#[inline] #[inline]
fn ck(r: CUresult, what: &str) -> Result<()> { fn ck(r: CUresult, what: &str) -> Result<()> {
@@ -387,6 +435,55 @@ pub fn read_plane_to_host(
Ok(host) Ok(host)
} }
/// Export a device allocation (from `cuMemAllocPitch`/`cuMemAlloc`) as a cross-process CUDA IPC
/// handle — an opaque 64-byte blob another process opens with [`ipc_open`]. The allocation must
/// stay alive for as long as any importer has it open. The shared context must be current.
pub fn ipc_export(ptr: CUdeviceptr) -> Result<[u8; CU_IPC_HANDLE_SIZE]> {
let mut handle = CUipcMemHandle {
reserved: [0; CU_IPC_HANDLE_SIZE],
};
// SAFETY: `&mut handle` is a live, correctly-sized stack out-param the driver fills with the
// opaque IPC blob; `ptr` is the caller's live device allocation (by-value integer). The call is
// synchronous and retains no pointer into Rust memory. Wrapper → live table (context current).
unsafe { ck(cuIpcGetMemHandle(&mut handle, ptr), "cuIpcGetMemHandle")? };
Ok(handle.reserved)
}
/// Open an IPC handle exported by *another* process ([`ipc_export`]); returns a device pointer
/// valid in this process until [`ipc_close`]. The shared context must be current.
pub fn ipc_open(handle: &[u8; CU_IPC_HANDLE_SIZE]) -> Result<CUdeviceptr> {
let h = CUipcMemHandle { reserved: *handle };
let mut ptr: CUdeviceptr = 0;
// SAFETY: `h` is passed by value (matching the C `CUipcMemHandle` struct ABI); `&mut ptr` is a
// live zero-init stack out-param the driver writes the mapped device address into. Synchronous
// call, distinct locals, no aliasing. Wrapper → live table (context current).
unsafe {
ck(
cuIpcOpenMemHandle(&mut ptr, h, CU_IPC_MEM_LAZY_ENABLE_PEER_ACCESS),
"cuIpcOpenMemHandle",
)?
};
Ok(ptr)
}
/// Close a mapping opened with [`ipc_open`] (best-effort teardown; makes the shared context
/// current itself since drops may run off-thread).
pub fn ipc_close(ptr: CUdeviceptr) {
if ptr == 0 {
return;
}
// SAFETY: `ptr` is a device pointer previously returned by `cuIpcOpenMemHandle` (the only
// caller path), closed exactly once by the owning cache. We make the shared context current
// first because this runs from `Drop` on whatever thread holds the last reference. Result
// ignored (best-effort teardown). Wrapper → live table (the mapping exists ⇒ driver present).
unsafe {
if let Some(c) = CONTEXT.get() {
let _ = cuCtxSetCurrent(c.0);
}
let _ = cuIpcCloseMemHandle(ptr);
}
}
/// The shared process-wide CUDA context (created once). Wrapped so it's `Send`/`Sync` to live /// The shared process-wide CUDA context (created once). Wrapped so it's `Send`/`Sync` to live
/// in a `OnceLock`; the raw `CUcontext` is thread-safe to make current from any thread. /// in a `OnceLock`; the raw `CUcontext` is thread-safe to make current from any thread.
#[derive(Clone, Copy)] #[derive(Clone, Copy)]
@@ -676,6 +773,7 @@ impl BufferPool {
height: self.height, height: self.height,
uv: Some((uv_ptr, uv_pitch)), uv: Some((uv_ptr, uv_pitch)),
pool: Some(self.inner.clone()), pool: Some(self.inner.clone()),
remote_release: None,
}); });
} }
let reuse = self.inner.lock().unwrap().free.pop(); let reuse = self.inner.lock().unwrap().free.pop();
@@ -690,6 +788,7 @@ impl BufferPool {
height: self.height, height: self.height,
uv: None, uv: None,
pool: Some(self.inner.clone()), pool: Some(self.inner.clone()),
remote_release: None,
}) })
} }
} }
@@ -706,6 +805,10 @@ pub struct DeviceBuffer {
/// `None` for the default 4-byte RGB/BGRx path. When `Some`, [`ptr`] is the Y plane (1 byte/px). /// `None` for the default 4-byte RGB/BGRx path. When `Some`, [`ptr`] is the Y plane (1 byte/px).
pub uv: Option<(CUdeviceptr, usize)>, pub uv: Option<(CUdeviceptr, usize)>,
pool: Option<Arc<Mutex<PoolInner>>>, pool: Option<Arc<Mutex<PoolInner>>>,
/// Set for buffers whose device memory is owned by ANOTHER process (the zero-copy import
/// worker, reached via CUDA IPC): drop runs this exactly once (telling the owner to recycle)
/// and must neither free nor pool-recycle the pointers locally.
remote_release: Option<Box<dyn FnOnce() + Send>>,
} }
impl DeviceBuffer { impl DeviceBuffer {
@@ -719,6 +822,7 @@ impl DeviceBuffer {
height, height,
uv: None, uv: None,
pool: None, pool: None,
remote_release: None,
}) })
} }
@@ -733,6 +837,7 @@ impl DeviceBuffer {
height, height,
uv: Some((uv_ptr, uv_pitch)), uv: Some((uv_ptr, uv_pitch)),
pool: None, pool: None,
remote_release: None,
}) })
} }
@@ -740,10 +845,38 @@ impl DeviceBuffer {
pub fn is_nv12(&self) -> bool { pub fn is_nv12(&self) -> bool {
self.uv.is_some() self.uv.is_some()
} }
/// Wrap device planes owned by ANOTHER process (opened here via [`ipc_open`]) as a frame
/// buffer. `release` runs exactly once on drop — it tells the owning process to recycle the
/// buffer; nothing is freed or pooled locally (the IPC mapping itself is closed by the cache
/// that opened it, after the last remote buffer referencing it has dropped).
pub fn remote(
ptr: CUdeviceptr,
pitch: usize,
width: u32,
height: u32,
uv: Option<(CUdeviceptr, usize)>,
release: Box<dyn FnOnce() + Send>,
) -> DeviceBuffer {
DeviceBuffer {
ptr,
pitch,
width,
height,
uv,
pool: None,
remote_release: Some(release),
}
}
} }
impl Drop for DeviceBuffer { impl Drop for DeviceBuffer {
fn drop(&mut self) { fn drop(&mut self) {
if let Some(release) = self.remote_release.take() {
// Remote (IPC) buffer: the worker owns the memory — just hand it back.
release();
return;
}
if self.ptr == 0 { if self.ptr == 0 {
return; return;
} }
@@ -988,20 +1121,35 @@ pub fn copy_nv12_to_device(
} }
} }
impl Drop for RegisteredTexture { impl RegisteredTexture {
fn drop(&mut self) { /// Unregister now (idempotent; the later `Drop` then no-ops). Teardown-order helper: the blit
if !self.resource.is_null() { /// destructors call this to release the CUDA registration BEFORE deleting the GL texture it
// SAFETY: `self.resource` is non-null (just checked) and is the valid /// wraps — deleting a still-registered texture leaves the driver holding a registration onto
// `CUgraphicsResource` from `register_gl`, owned exclusively by this `RegisteredTexture` /// freed GL state, exactly the stale-driver-state class this path once crashed on.
// and unregistered exactly once here (drop runs once) — no use-after-free or pub fn release(&mut self) {
// double-unregister. `cuGraphicsUnregisterResource` releases the GL↔CUDA registration; if self.resource.is_null() {
// wrapper → live table (the resource exists ⇒ the driver was present). Result ignored return;
// (best-effort teardown). }
// SAFETY: `self.resource` is non-null (just checked) and is the valid `CUgraphicsResource`
// from `register_gl`, owned exclusively by this `RegisteredTexture`; nulling the field
// right after makes this (and the `Drop` below) unregister it exactly once — no
// use-after-free or double-unregister. We make the shared context current first because a
// release may run during teardown on a thread where it isn't. Wrapper → live table (the
// resource exists ⇒ the driver was present). Result ignored (best-effort teardown).
unsafe { unsafe {
if let Some(c) = CONTEXT.get() {
let _ = cuCtxSetCurrent(c.0);
}
let _ = cuGraphicsUnregisterResource(self.resource); let _ = cuGraphicsUnregisterResource(self.resource);
} }
self.resource = std::ptr::null_mut();
} }
} }
impl Drop for RegisteredTexture {
fn drop(&mut self) {
self.release();
}
} }
/// A dmabuf fd imported as CUDA external memory and mapped to a device pointer — the LINEAR /// A dmabuf fd imported as CUDA external memory and mapped to a device pointer — the LINEAR
@@ -270,6 +270,27 @@ impl GlBlit {
} }
} }
impl Drop for GlBlit {
fn drop(&mut self) {
// Unregister the CUDA graphics resource BEFORE deleting the GL texture it wraps (see
// `Nv12Blit::drop` — same ordering hazard). Previously `GlBlit` had no `Drop` at all, so
// its GL objects leaked on every size change and on importer teardown.
self.registered.release();
// SAFETY: these GL names were all created by THIS `GlBlit` in `GlBlit::new` on the current
// GL context, still current here (the owning `EglImporter` drops on its single capture
// thread and never releases the context). Each `glDelete*` gets a count of 1 and a `&u32`
// to one live field; the symbols dispatch through libGL to the driver for the current
// context. Each name is deleted exactly once, after its CUDA registration was released.
unsafe {
glDeleteTextures(1, &self.dst_tex);
glDeleteTextures(1, &self.src_tex);
glDeleteFramebuffers(1, &self.fbo);
glDeleteVertexArrays(1, &self.vao);
glDeleteProgram(self.program);
}
}
}
/// Per-size GL machinery to convert a dmabuf EGLImage into an NV12 (BT.709 limited-range) pair — /// Per-size GL machinery to convert a dmabuf EGLImage into an NV12 (BT.709 limited-range) pair —
/// the [`GlBlit`] analogue for the `PUNKTFUNK_NV12` path. Two passes share `src_tex`: a full-res Y /// the [`GlBlit`] analogue for the `PUNKTFUNK_NV12` path. Two passes share `src_tex`: a full-res Y
/// pass into a CUDA-registrable `GL_R8` texture and a half-res UV pass into a `GL_RG8` texture. /// pass into a CUDA-registrable `GL_R8` texture and a half-res UV pass into a `GL_RG8` texture.
@@ -417,6 +438,12 @@ impl Nv12Blit {
impl Drop for Nv12Blit { impl Drop for Nv12Blit {
fn drop(&mut self) { fn drop(&mut self) {
// Unregister the CUDA graphics resources BEFORE deleting the GL textures they wrap.
// `Drop::drop` runs before the fields' own drops, so without this the `glDeleteTextures`
// below would destroy `y_tex`/`uv_tex` while still CUDA-registered — leaving the driver a
// registration onto freed GL state (the stale-driver-state class that crashed this path).
self.y_registered.release();
self.uv_registered.release();
// SAFETY: these GL names (textures/FBOs/VAO/programs) were all created by THIS `Nv12Blit` // SAFETY: these GL names (textures/FBOs/VAO/programs) were all created by THIS `Nv12Blit`
// in `Nv12Blit::new` on the current GL context, which is still current because the owning // in `Nv12Blit::new` on the current GL context, which is still current because the owning
// `EglImporter` is dropped on its single capture thread (fields drop before // `EglImporter` is dropped on its single capture thread (fields drop before
@@ -424,7 +451,8 @@ impl Drop for Nv12Blit {
// pointer to that many names: `&self.y_tex`/`&self.vao` are `&u32` to one live field (n=1); // pointer to that many names: `&self.y_tex`/`&self.vao` are `&u32` to one live field (n=1);
// `[self.y_fbo, self.uv_fbo].as_ptr()` points at a 2-element temporary that lives for the // `[self.y_fbo, self.uv_fbo].as_ptr()` points at a 2-element temporary that lives for the
// whole `glDeleteFramebuffers` call (n=2 matches). The symbols dispatch through libGL // whole `glDeleteFramebuffers` call (n=2 matches). The symbols dispatch through libGL
// (libglvnd) to the driver for the current context. Each name is deleted exactly once. // (libglvnd) to the driver for the current context. Each name is deleted exactly once,
// after its CUDA registration was released above.
unsafe { unsafe {
glDeleteTextures(1, &self.y_tex); glDeleteTextures(1, &self.y_tex);
glDeleteTextures(1, &self.uv_tex); glDeleteTextures(1, &self.uv_tex);
@@ -637,6 +665,22 @@ impl EglImporter {
) )
} }
/// Drop the Vulkan bridge's cached per-fd import (see [`super::vulkan::VkBridge::forget_fd`]).
/// No-op when the bridge hasn't been built (tiled-only captures).
pub fn forget_linear_fd(&mut self, fd: i32) {
if let Some(vk) = self.vk.as_mut() {
vk.forget_fd(fd);
}
}
/// Tear down the whole LINEAR-path import cache (the Vulkan bridge and every per-fd source
/// buffer in it). Called when the PipeWire stream renegotiates — the buffer pool the cache
/// keyed on is gone, and a recycled fd number must never resolve to a stale import. The
/// bridge lazily rebuilds on the next LINEAR frame (renegotiations are rare).
pub fn clear_linear_cache(&mut self) {
self.vk = None;
}
/// The DRM format modifiers the NVIDIA EGL stack can import for `fourcc`, via /// The DRM format modifiers the NVIDIA EGL stack can import for `fourcc`, via
/// `eglQueryDmaBufModifiersEXT`. We advertise these to PipeWire so the compositor allocates /// `eglQueryDmaBufModifiersEXT`. We advertise these to PipeWire so the compositor allocates
/// a dmabuf in a layout we can import. Empty on failure (caller falls back). /// a dmabuf in a layout we can import. Empty on failure (caller falls back).
+157 -10
View File
@@ -10,11 +10,14 @@
//! headless EGLDisplay + dmabuf→`EGLImage`→CUDA import). The encoder's CUDA-frame path lives in //! headless EGLDisplay + dmabuf→`EGLImage`→CUDA import). The encoder's CUDA-frame path lives in
//! `encode/linux.rs`; the dmabuf negotiation lives in `capture/linux.rs`. //! `encode/linux.rs`; the dmabuf negotiation lives in `capture/linux.rs`.
pub mod client;
pub mod cuda; pub mod cuda;
pub mod egl; pub mod egl;
pub mod proto;
pub mod vulkan; pub mod vulkan;
pub mod worker;
use std::sync::atomic::{AtomicBool, Ordering}; use std::sync::atomic::{AtomicBool, AtomicU32, Ordering};
pub use cuda::DeviceBuffer; pub use cuda::DeviceBuffer;
pub use egl::{DmabufPlane, EglImporter}; pub use egl::{DmabufPlane, EglImporter};
@@ -48,18 +51,21 @@ pub fn vaapi_dmabuf_forced() -> bool {
flag_opt("PUNKTFUNK_ZEROCOPY") == Some(true) flag_opt("PUNKTFUNK_ZEROCOPY") == Some(true)
} }
/// Whether the zero-copy path is on. `PUNKTFUNK_ZEROCOPY` decides when set (truthy = on, else /// Whether the zero-copy path is on. `PUNKTFUNK_ZEROCOPY` decides when set (truthy = on, else off).
/// off). Unset defaults **on for the VAAPI (AMD/Intel) backend** — the stock AMD/Intel install /// **Unset defaults ON for both GPU backends** — the stock install gets the GPU dmabuf path, not
/// gets the GPU dmabuf path, not three full-frame CPU touches — unless a failed negotiation /// three full-frame CPU touches. This includes NVENC (previously opt-in): the EGL→CUDA (tiled) and
/// downgraded it ([`note_vaapi_dmabuf_failed`]); and **off for NVENC**, whose EGL→CUDA import /// Vulkan (LINEAR) imports now run in a per-capture worker subprocess
/// stays opt-in (Mutter+NVIDIA has known dmabuf-capture races; see `PUNKTFUNK_FORCE_SHM`). /// (`design/zerocopy-worker-isolation.md`), so a driver fault on a producer-invalidated dmabuf kills
/// the worker and the host degrades to its capture-loss rebuild instead of dying — the reason the
/// NVENC path stayed opt-in is gone. Fallbacks stay in place: VAAPI has a one-shot CPU downgrade if
/// the LINEAR-dmabuf offer never negotiates ([`note_vaapi_dmabuf_failed`]); NVENC falls back per
/// capture when no importer/importable modifier is available and latches the import off after
/// repeated worker deaths. `PUNKTFUNK_ZEROCOPY=0` opts out; `PUNKTFUNK_FORCE_SHM` forces the
/// race-free SHM path.
pub fn enabled() -> bool { pub fn enabled() -> bool {
match flag_opt("PUNKTFUNK_ZEROCOPY") { match flag_opt("PUNKTFUNK_ZEROCOPY") {
Some(v) => v, Some(v) => v,
None => { None => !VAAPI_DMABUF_FAILED.load(Ordering::Relaxed),
crate::encode::linux_zero_copy_is_vaapi()
&& !VAAPI_DMABUF_FAILED.load(Ordering::Relaxed)
}
} }
} }
@@ -73,6 +79,127 @@ pub fn nv12_enabled() -> bool {
flag_opt("PUNKTFUNK_NV12").unwrap_or(true) flag_opt("PUNKTFUNK_NV12").unwrap_or(true)
} }
/// The GPU importer a capture uses — normally the [`client::RemoteImporter`] worker subprocess
/// (design: `design/zerocopy-worker-isolation.md`), so a driver fault on a producer-invalidated
/// dmabuf kills the worker instead of the host. `PUNKTFUNK_ZEROCOPY_INPROC=1` keeps the import
/// in-process (the pre-isolation behavior) for debugging and A/B latency comparison.
pub enum Importer {
Remote(client::RemoteImporter),
InProc(Box<EglImporter>),
}
impl Importer {
/// Build the importer for a capture session, honoring the `PUNKTFUNK_ZEROCOPY_INPROC`
/// escape hatch. An `Err` means "no GPU import available" — callers fall back to the CPU path.
pub fn new_for_capture() -> anyhow::Result<Importer> {
if flag("PUNKTFUNK_ZEROCOPY_INPROC") {
tracing::warn!(
"PUNKTFUNK_ZEROCOPY_INPROC=1 — GPU import runs IN-PROCESS; a driver fault on a \
dying compositor's dmabuf can take the whole host down (debug/A-B use only)"
);
return Ok(Importer::InProc(Box::new(EglImporter::new()?)));
}
Ok(Importer::Remote(client::RemoteImporter::spawn()?))
}
pub fn supported_modifiers(&mut self, fourcc: u32) -> Vec<u64> {
match self {
Importer::Remote(r) => r.supported_modifiers(fourcc),
Importer::InProc(i) => i.supported_modifiers(fourcc),
}
}
pub fn import(
&mut self,
plane: &DmabufPlane,
width: u32,
height: u32,
fourcc: u32,
modifier: Option<u64>,
) -> anyhow::Result<DeviceBuffer> {
match self {
Importer::Remote(r) => r.import(plane, width, height, fourcc, modifier),
Importer::InProc(i) => i.import(plane, width, height, fourcc, modifier),
}
}
pub fn import_nv12(
&mut self,
plane: &DmabufPlane,
width: u32,
height: u32,
fourcc: u32,
modifier: Option<u64>,
) -> anyhow::Result<DeviceBuffer> {
match self {
Importer::Remote(r) => r.import_nv12(plane, width, height, fourcc, modifier),
Importer::InProc(i) => i.import_nv12(plane, width, height, fourcc, modifier),
}
}
pub fn import_linear(
&mut self,
plane: &DmabufPlane,
width: u32,
height: u32,
) -> anyhow::Result<DeviceBuffer> {
match self {
Importer::Remote(r) => r.import_linear(plane, width, height),
Importer::InProc(i) => i.import_linear(plane, width, height),
}
}
/// True once the worker process is gone/wedged (every further call fails fast). Always
/// `false` in-process — an in-process driver fault doesn't return.
pub fn dead(&self) -> bool {
match self {
Importer::Remote(r) => r.dead(),
Importer::InProc(_) => false,
}
}
/// The PipeWire stream renegotiated its format (the buffer pool is replaced) — drop all
/// per-buffer caches so a recycled fd number can never resolve to a stale import.
pub fn clear_cache(&mut self) {
match self {
Importer::Remote(r) => r.clear_cache(),
Importer::InProc(i) => i.clear_linear_cache(),
}
}
}
/// Consecutive zero-copy worker deaths without a successful import in between. A short streak is
/// normal (the observed trigger — a compositor crash — kills the worker once, and the rebuilt
/// session's fresh worker succeeds); a sustained streak means the GPU stack itself is wedged and
/// respawning would crash-loop, so [`note_gpu_import_death`] latches [`GPU_IMPORT_DISABLED`] and
/// every later capture negotiates the safe CPU/SHM path instead.
static GPU_IMPORT_DEATH_STREAK: AtomicU32 = AtomicU32::new(0);
static GPU_IMPORT_DISABLED: AtomicBool = AtomicBool::new(false);
const GPU_IMPORT_DEATH_LATCH: u32 = 3;
/// Record a worker death (transport-level failure). Latches the process-wide disable after
/// [`GPU_IMPORT_DEATH_LATCH`] consecutive deaths.
pub fn note_gpu_import_death() {
let streak = GPU_IMPORT_DEATH_STREAK.fetch_add(1, Ordering::Relaxed) + 1;
if streak >= GPU_IMPORT_DEATH_LATCH && !GPU_IMPORT_DISABLED.swap(true, Ordering::Relaxed) {
tracing::error!(
streak,
"zero-copy GPU import disabled for this host process: the import worker died {streak} \
times in a row (GPU/driver stack unstable) captures fall back to the CPU path"
);
}
}
/// Record a successful GPU import — resets the death streak (the stack works again).
pub fn note_gpu_import_ok() {
GPU_IMPORT_DEATH_STREAK.store(0, Ordering::Relaxed);
}
/// True once repeated worker deaths latched the GPU import off (see [`note_gpu_import_death`]).
pub fn gpu_import_disabled() -> bool {
GPU_IMPORT_DISABLED.load(Ordering::Relaxed)
}
/// DRM FourCC for a packed 32-bit format name (little-endian, e.g. `b"XR24"`). /// DRM FourCC for a packed 32-bit format name (little-endian, e.g. `b"XR24"`).
const fn fourcc(c: &[u8; 4]) -> u32 { const fn fourcc(c: &[u8; 4]) -> u32 {
(c[0] as u32) | ((c[1] as u32) << 8) | ((c[2] as u32) << 16) | ((c[3] as u32) << 24) (c[0] as u32) | ((c[1] as u32) << 8) | ((c[2] as u32) << 16) | ((c[3] as u32) << 24)
@@ -250,3 +377,23 @@ pub fn nv12_selftest() -> anyhow::Result<()> {
bail!("NV12 self-test FAILED (Y={max_y_err:.2} U={max_u_err:.2} V={max_v_err:.2})"); bail!("NV12 self-test FAILED (Y={max_y_err:.2} U={max_u_err:.2} V={max_v_err:.2})");
} }
} }
#[cfg(test)]
mod tests {
use super::*;
/// Single test owning the process-global latch statics (they are never reset by design).
#[test]
fn gpu_import_death_latch() {
note_gpu_import_death();
note_gpu_import_ok(); // a successful import resets the streak
note_gpu_import_death();
note_gpu_import_death();
assert!(
!gpu_import_disabled(),
"two consecutive deaths must not latch"
);
note_gpu_import_death(); // third consecutive death
assert!(gpu_import_disabled());
}
}
@@ -0,0 +1,390 @@
//! Wire protocol between the PipeWire capture thread and the isolated zero-copy GPU-import
//! worker process (`punktfunk-host zerocopy-worker`; design:
//! [`design/zerocopy-worker-isolation.md`]). Transport is a `SOCK_SEQPACKET` unix socketpair —
//! reliable, ordered, message-framed (one `sendmsg` = one message) — with dmabuf fds riding as
//! `SCM_RIGHTS` control data. Bodies are small serde_json blobs (~200 B/frame); pixels never
//! cross the socket (they move GPU-side via CUDA IPC, see [`super::cuda::ipc_export`]).
//!
//! Zero-length messages are reserved: `recvmsg` returning 0 on a SEQPACKET socket is EOF (the
//! peer died/closed), and every serialized message here is non-empty JSON, so the two can't be
//! confused.
// Every `unsafe` block in this file carries a `// SAFETY:` proof; enforce it (unsafe-proof program).
#![deny(clippy::undocumented_unsafe_blocks)]
use serde::de::DeserializeOwned;
use serde::{Deserialize, Serialize};
use std::io;
use std::os::fd::{AsRawFd, BorrowedFd, FromRawFd, OwnedFd};
use std::time::Duration;
/// Bumped on any wire change; the worker echoes it in [`Reply::Ready`] and the host refuses a
/// mismatch. Host and worker are the same binary (`/proc/self/exe`), so this only ever trips on
/// exotic deployment mistakes (a stale binary re-exec'd across an upgrade).
pub const PROTO_VERSION: u32 = 1;
/// Upper bound for one serialized message (the largest real message — a modifier list — is far
/// below this). A message reported truncated at this size is a protocol error.
pub const MAX_MSG: usize = 64 * 1024;
/// How a dmabuf should be imported — mirrors the three `EglImporter` entry points.
#[derive(Serialize, Deserialize, Debug, Clone, Copy, PartialEq, Eq)]
pub enum ImportKind {
/// Tiled dmabuf → EGL/GL de-tile blit → BGRx CUDA buffer.
Tiled,
/// Tiled dmabuf → EGL/GL NV12 convert → two-plane CUDA buffer (`PUNKTFUNK_NV12`).
TiledNv12,
/// LINEAR dmabuf → Vulkan bridge → BGRx CUDA buffer (gamescope's only offer).
Linear,
}
/// host → worker.
#[derive(Serialize, Deserialize, Debug, PartialEq)]
pub enum Request {
/// The EGL-importable DRM modifiers for `fourcc` (startup, before the stream connects —
/// the host advertises these to PipeWire).
Modifiers { fourcc: u32 },
/// Import one frame. `key` identifies the underlying dmabuf across frames (the host uses
/// the fd's `st_ino` — unique per dma-buf object); the fd itself rides along as
/// `SCM_RIGHTS` only on first sight of `key` (`has_fd`), and the worker keeps its dup.
Import {
key: u64,
kind: ImportKind,
width: u32,
height: u32,
fourcc: u32,
modifier: Option<u64>,
offset: u32,
stride: u32,
has_fd: bool,
},
/// The frame buffer previously delivered as `id` is no longer in use — recycle it into the
/// worker's pool. Fire-and-forget (no reply); may be sent from any host thread.
Release { id: u32 },
/// The PipeWire stream renegotiated its format: the buffer pool is gone, so drop all cached
/// per-`key` state (stored fds, Vulkan per-fd imports). Fire-and-forget.
ClearCache,
}
/// worker → host.
#[derive(Serialize, Deserialize, Debug, PartialEq)]
pub enum Reply {
/// Sent once at startup after EGL + CUDA came up.
Ready {
version: u32,
},
/// Startup failed (no NVIDIA driver, EGL error, …) — the host falls back to the CPU path,
/// exactly like an in-process `EglImporter::new()` failure.
InitErr {
message: String,
},
Modifiers {
modifiers: Vec<u64>,
},
/// The imported frame is complete (the GPU copy already synced worker-side) in buffer `id`.
/// `desc` rides along the first time `id` is ever delivered — the host opens its CUDA IPC
/// handles once and caches the mapping for every later frame in the same buffer.
Frame {
id: u32,
desc: Option<BufferDesc>,
},
/// The worker has no cached fd for the import's `key` (evicted, or the two sides' caches
/// diverged) — the host forgets its "already sent" note and retries once WITH the fd.
NeedFd,
/// This import failed but the worker is alive (e.g. `EGL_BAD_MATCH` on one buffer).
Err {
message: String,
},
}
/// CUDA IPC identity of one pooled device buffer (sent once per buffer, then referenced by id).
#[derive(Serialize, Deserialize, Debug, Clone, PartialEq)]
pub struct BufferDesc {
pub width: u32,
pub height: u32,
/// `cuIpcGetMemHandle` blob for the (Y or BGRx) plane — exactly 64 bytes.
pub y_handle: Vec<u8>,
pub y_pitch: usize,
/// NV12 only: the interleaved chroma plane's `(handle, pitch)`.
pub uv: Option<(Vec<u8>, usize)>,
}
/// A CLOEXEC `SOCK_SEQPACKET` socketpair — `(host_end, worker_end)`.
pub fn socketpair_seqpacket() -> io::Result<(OwnedFd, OwnedFd)> {
let mut fds = [0i32; 2];
// SAFETY: `socketpair` writes two fds into `fds`, a live 2-element stack array matching the
// API contract; it reads no other Rust memory. The result is checked before the fds are used,
// and each returned fd is fresh (owned by no other wrapper), so the two `OwnedFd::from_raw_fd`
// each take sole ownership of a distinct, valid descriptor — no alias, no double-close.
unsafe {
if libc::socketpair(
libc::AF_UNIX,
libc::SOCK_SEQPACKET | libc::SOCK_CLOEXEC,
0,
fds.as_mut_ptr(),
) != 0
{
return Err(io::Error::last_os_error());
}
Ok((OwnedFd::from_raw_fd(fds[0]), OwnedFd::from_raw_fd(fds[1])))
}
}
/// Set (or clear) the receive timeout: a blocked [`recv`] then fails with
/// `ErrorKind::WouldBlock`. Used by the host so a hung worker can't wedge the capture thread.
pub fn set_recv_timeout(sock: BorrowedFd, timeout: Option<Duration>) -> io::Result<()> {
let tv = match timeout {
Some(d) => libc::timeval {
tv_sec: d.as_secs() as libc::time_t,
tv_usec: d.subsec_micros() as libc::suseconds_t,
},
None => libc::timeval {
tv_sec: 0,
tv_usec: 0,
},
};
// SAFETY: `setsockopt(SO_RCVTIMEO)` reads `size_of::<timeval>()` bytes from `&tv`, a live
// stack `timeval` that outlives this synchronous call; `sock` is the caller's live socket fd.
// Nothing is retained or written through Rust pointers.
let r = unsafe {
libc::setsockopt(
sock.as_raw_fd(),
libc::SOL_SOCKET,
libc::SO_RCVTIMEO,
&tv as *const libc::timeval as *const libc::c_void,
std::mem::size_of::<libc::timeval>() as libc::socklen_t,
)
};
if r != 0 {
return Err(io::Error::last_os_error());
}
Ok(())
}
/// Send one message (+ optionally one fd as `SCM_RIGHTS`) as a single SEQPACKET datagram.
/// Atomic per message, so concurrent senders on the same socket (the capture thread's imports,
/// the encode thread's releases) need no lock. `MSG_NOSIGNAL` turns a dead peer into `EPIPE`
/// instead of `SIGPIPE`.
pub fn send<T: Serialize>(
sock: BorrowedFd,
msg: &T,
pass_fd: Option<BorrowedFd>,
) -> io::Result<()> {
let body =
serde_json::to_vec(msg).map_err(|e| io::Error::new(io::ErrorKind::InvalidData, e))?;
debug_assert!(
!body.is_empty(),
"zero-length messages are reserved for EOF"
);
if body.len() > MAX_MSG {
return Err(io::Error::new(
io::ErrorKind::InvalidData,
"zerocopy proto message too large",
));
}
let mut iov = libc::iovec {
iov_base: body.as_ptr() as *mut libc::c_void,
iov_len: body.len(),
};
// Control buffer for one fd: CMSG_SPACE(4) = 24 bytes on 64-bit; [u64; 4] gives 32 bytes at
// the 8-byte alignment `cmsghdr` requires.
let mut cmsg_store = [0u64; 4];
// SAFETY: `mhdr` is a plain-old-data C struct for which all-zero is a valid value.
let mut mhdr: libc::msghdr = unsafe { std::mem::zeroed() };
mhdr.msg_iov = &mut iov;
mhdr.msg_iovlen = 1;
if let Some(fd) = pass_fd {
mhdr.msg_control = cmsg_store.as_mut_ptr() as *mut libc::c_void;
// SAFETY: `CMSG_SPACE`/`CMSG_LEN` are pure size computations (no memory access).
// `CMSG_FIRSTHDR(&mhdr)` returns a pointer into `cmsg_store` (non-null: msg_controllen
// ≥ one cmsghdr), which is live, 8-aligned, and large enough (32 ≥ CMSG_SPACE(4) = 24)
// for the header fields and the 4-byte fd written via `CMSG_DATA`; `write_unaligned`
// handles the data area's byte alignment. All writes stay within `cmsg_store`, which
// outlives the synchronous `sendmsg` below.
unsafe {
mhdr.msg_controllen = libc::CMSG_SPACE(4) as _;
let c = libc::CMSG_FIRSTHDR(&mhdr);
(*c).cmsg_level = libc::SOL_SOCKET;
(*c).cmsg_type = libc::SCM_RIGHTS;
(*c).cmsg_len = libc::CMSG_LEN(4) as _;
std::ptr::write_unaligned(libc::CMSG_DATA(c) as *mut i32, fd.as_raw_fd());
}
}
// SAFETY: `sock` is the caller's live socket; `mhdr` points at the live `iov` (over `body`,
// which outlives the call) and — when an fd is passed — at `cmsg_store` (ditto). `sendmsg`
// only reads these buffers. The kernel dups the fd into the message; our `BorrowedFd` stays
// owned by the caller.
let n = unsafe { libc::sendmsg(sock.as_raw_fd(), &mhdr, libc::MSG_NOSIGNAL) };
if n < 0 {
return Err(io::Error::last_os_error());
}
if n as usize != body.len() {
return Err(io::Error::new(
io::ErrorKind::WriteZero,
"short sendmsg on SEQPACKET socket",
));
}
Ok(())
}
/// Receive one message (+ up to one `SCM_RIGHTS` fd). `buf` is a caller-owned scratch buffer
/// (grown to [`MAX_MSG`] once, then reused frame to frame). Errors:
/// `UnexpectedEof` = the peer is gone; `WouldBlock` = the [`set_recv_timeout`] expired.
pub fn recv<T: DeserializeOwned>(
sock: BorrowedFd,
buf: &mut Vec<u8>,
) -> io::Result<(T, Option<OwnedFd>)> {
buf.resize(MAX_MSG, 0);
let mut iov = libc::iovec {
iov_base: buf.as_mut_ptr() as *mut libc::c_void,
iov_len: buf.len(),
};
let mut cmsg_store = [0u64; 4];
// SAFETY: `mhdr` is a plain-old-data C struct for which all-zero is a valid value.
let mut mhdr: libc::msghdr = unsafe { std::mem::zeroed() };
mhdr.msg_iov = &mut iov;
mhdr.msg_iovlen = 1;
mhdr.msg_control = cmsg_store.as_mut_ptr() as *mut libc::c_void;
mhdr.msg_controllen = std::mem::size_of_val(&cmsg_store) as _;
// SAFETY: `sock` is the caller's live socket. `recvmsg` writes at most `iov_len` bytes into
// `buf` (live for the call) and at most `msg_controllen` control bytes into `cmsg_store`
// (live, 8-aligned). `MSG_CMSG_CLOEXEC` makes any received fd CLOEXEC atomically.
let n = unsafe { libc::recvmsg(sock.as_raw_fd(), &mut mhdr, libc::MSG_CMSG_CLOEXEC) };
if n < 0 {
return Err(io::Error::last_os_error());
}
if n == 0 {
return Err(io::Error::new(
io::ErrorKind::UnexpectedEof,
"zerocopy proto peer closed",
));
}
// Collect a passed fd (if any) BEFORE any early return below, so it can't leak.
let mut got_fd: Option<OwnedFd> = None;
// SAFETY: `CMSG_FIRSTHDR`/`CMSG_NXTHDR` walk the control area the kernel just wrote inside
// `cmsg_store` (bounded by the updated `mhdr.msg_controllen`), returning either null or a
// pointer to a complete `cmsghdr` within it — each dereference reads kernel-initialized
// fields in bounds. For an `SCM_RIGHTS` cmsg the data area holds whole `i32` fds; we read the
// first via `read_unaligned`. The kernel gave us ownership of that fd (it is a fresh
// descriptor in our table), so `OwnedFd::from_raw_fd` takes sole ownership — any previously
// collected `got_fd` is dropped (closed) first, so nothing leaks even with multiple cmsgs.
unsafe {
let mut c = libc::CMSG_FIRSTHDR(&mhdr);
while !c.is_null() {
if (*c).cmsg_level == libc::SOL_SOCKET && (*c).cmsg_type == libc::SCM_RIGHTS {
let fd = std::ptr::read_unaligned(libc::CMSG_DATA(c) as *const i32);
if fd >= 0 {
got_fd = Some(OwnedFd::from_raw_fd(fd));
}
}
c = libc::CMSG_NXTHDR(&mhdr, c);
}
}
if mhdr.msg_flags & libc::MSG_TRUNC != 0 {
return Err(io::Error::new(
io::ErrorKind::InvalidData,
"zerocopy proto message truncated",
));
}
let msg = serde_json::from_slice(&buf[..n as usize])
.map_err(|e| io::Error::new(io::ErrorKind::InvalidData, e))?;
Ok((msg, got_fd))
}
#[cfg(test)]
mod tests {
use super::*;
use std::io::{Read, Write};
use std::os::fd::AsFd;
#[test]
fn round_trip_no_fd() {
let (a, b) = socketpair_seqpacket().unwrap();
let mut buf = Vec::new();
let req = Request::Import {
key: 0xdead_beef_u64,
kind: ImportKind::TiledNv12,
width: 5120,
height: 1440,
fourcc: 0x3432_5258,
modifier: Some(0x0300_0000_0000_1234),
offset: 0,
stride: 5120 * 4,
has_fd: false,
};
send(a.as_fd(), &req, None).unwrap();
let (got, fd) = recv::<Request>(b.as_fd(), &mut buf).unwrap();
assert_eq!(got, req);
assert!(fd.is_none());
let reply = Reply::Frame {
id: 7,
desc: Some(BufferDesc {
width: 5120,
height: 1440,
y_handle: vec![1u8; 64],
y_pitch: 5632,
uv: Some((vec![2u8; 64], 5632)),
}),
};
send(b.as_fd(), &reply, None).unwrap();
let (got, fd) = recv::<Reply>(a.as_fd(), &mut buf).unwrap();
assert_eq!(got, reply);
assert!(fd.is_none());
}
#[test]
fn passes_an_fd() {
let (a, b) = socketpair_seqpacket().unwrap();
let mut buf = Vec::new();
// A pipe stands in for a dmabuf: pass the read end, write through the original write end,
// and read the bytes back through the RECEIVED fd.
let (mut pr, mut pw) = std::io::pipe().unwrap();
send(a.as_fd(), &Request::ClearCache, Some(pr.as_fd())).unwrap();
let (got, fd) = recv::<Request>(b.as_fd(), &mut buf).unwrap();
assert_eq!(got, Request::ClearCache);
let fd = fd.expect("fd should have been passed");
pw.write_all(b"hello").unwrap();
drop(pw);
let mut file = std::fs::File::from(fd);
let mut s = String::new();
file.read_to_string(&mut s).unwrap();
assert_eq!(s, "hello");
// The original read end still works independently of the passed dup.
let mut nothing = [0u8; 1];
assert_eq!(pr.read(&mut nothing).unwrap(), 0);
}
#[test]
fn eof_when_peer_closes() {
let (a, b) = socketpair_seqpacket().unwrap();
drop(a);
let mut buf = Vec::new();
let err = recv::<Reply>(b.as_fd(), &mut buf).unwrap_err();
assert_eq!(err.kind(), io::ErrorKind::UnexpectedEof);
}
#[test]
fn send_to_dead_peer_is_epipe_not_sigpipe() {
let (a, b) = socketpair_seqpacket().unwrap();
drop(b);
let err = send(a.as_fd(), &Request::ClearCache, None).unwrap_err();
// MSG_NOSIGNAL: a dead peer surfaces as EPIPE (BrokenPipe), never a process-killing signal.
assert_eq!(err.kind(), io::ErrorKind::BrokenPipe);
}
#[test]
fn recv_timeout_fires() {
let (a, _b) = socketpair_seqpacket().unwrap();
set_recv_timeout(a.as_fd(), Some(Duration::from_millis(50))).unwrap();
let mut buf = Vec::new();
let err = recv::<Reply>(a.as_fd(), &mut buf).unwrap_err();
assert!(
matches!(
err.kind(),
io::ErrorKind::WouldBlock | io::ErrorKind::TimedOut
),
"unexpected error kind: {err:?}"
);
}
}
@@ -302,6 +302,23 @@ impl VkBridge {
Ok(()) Ok(())
} }
/// Drop the cached import for `fd` (the PipeWire buffer it wrapped is gone — pool recycle /
/// renegotiation — or the caller is about to store a different dmabuf under the same slot).
/// Without this the cache could serve a stale imported buffer for a reused fd number, or
/// leak an entry per recycled pool buffer.
pub fn forget_fd(&mut self, fd: i32) {
if let Some(s) = self.src_cache.remove(&fd) {
// SAFETY: `s.buffer`/`s.memory` were created by this bridge's `import_src` and are
// exclusively owned by the removed cache entry, so each is destroyed exactly once.
// No GPU work can still reference them: every `import_linear` fence-waits its copy to
// completion before returning, and this runs on the same single owning thread.
unsafe {
self.device.destroy_buffer(s.buffer, None);
self.device.free_memory(s.memory, None);
}
}
}
/// Bridge one LINEAR dmabuf frame into a pooled CUDA buffer: GPU copy dmabuf→exportable, /// Bridge one LINEAR dmabuf frame into a pooled CUDA buffer: GPU copy dmabuf→exportable,
/// then pitched CUDA copy exportable→`pool` buffer. /// then pitched CUDA copy exportable→`pool` buffer.
pub fn import_linear( pub fn import_linear(
@@ -0,0 +1,465 @@
//! The isolated zero-copy GPU-import worker (`punktfunk-host zerocopy-worker`; design:
//! [`design/zerocopy-worker-isolation.md`]). It owns the fragile driver stack — the headless
//! EGLDisplay + GL context, the CUDA context, and the Vulkan bridge — so that a driver fault on a
//! producer-invalidated dmabuf (the `cuGraphicsMapResources` SIGSEGV the F44 Game→Desktop switch
//! reproduced) kills THIS process, not the streaming host. The host observes the dead socket,
//! fails the frame cleanly, and its existing capture-loss rebuild takes over.
//!
//! One worker serves one capture (spawned per `pipewire_thread`). It exits on socket EOF — which
//! only happens after the capturer AND every in-flight frame on the host side are gone, so pooled
//! device memory is never freed under a frame the host still reads.
// Every `unsafe` block in this file carries a `// SAFETY:` proof; enforce it (unsafe-proof program).
#![deny(clippy::undocumented_unsafe_blocks)]
use super::cuda::{self, CUdeviceptr, DeviceBuffer};
use super::egl::{DmabufPlane, EglImporter};
use super::proto::{self, BufferDesc, ImportKind, Reply, Request};
use anyhow::{bail, Context, Result};
use std::collections::{HashMap, VecDeque};
use std::io;
use std::os::fd::{AsFd, AsRawFd, FromRawFd, OwnedFd};
/// Cap on cached per-key dmabuf fds. PipeWire buffer pools are ≤ ~16 buffers; the cap only
/// matters if a misbehaving producer churns buffers without a renegotiation.
const FD_CACHE_CAP: usize = 64;
/// Entry point for the hidden `zerocopy-worker` subcommand. `args` are the subcommand's own
/// arguments (`--fd N`, default 3 — the socket end the spawning host `dup2`'d in).
pub fn run_from_args(args: &[String]) -> Result<()> {
let fd: i32 = args
.iter()
.skip_while(|a| *a != "--fd")
.nth(1)
.map(|s| s.parse())
.transpose()
.context("parse --fd")?
.unwrap_or(3);
// SAFETY: the spawning host `dup2`'d its socketpair end onto exactly this fd number before
// exec (the subcommand's contract) and nothing else in this fresh process owns it, so
// `OwnedFd` takes sole ownership and closes it exactly once at exit.
let sock = unsafe { OwnedFd::from_raw_fd(fd) };
run(sock)
}
/// Bring up the GPU stack, report readiness, and serve until the host goes away.
fn run(sock: OwnedFd) -> Result<()> {
let importer = match EglImporter::new() {
Ok(i) => i,
Err(e) => {
// Init failure is an ANSWER, not a crash: the host falls back to the CPU path,
// exactly like an in-process `EglImporter::new()` failure.
let _ = proto::send(
sock.as_fd(),
&Reply::InitErr {
message: format!("{e:#}"),
},
None,
);
return Ok(());
}
};
proto::send(
sock.as_fd(),
&Reply::Ready {
version: proto::PROTO_VERSION,
},
None,
)
.context("send Ready")?;
tracing::info!(pid = std::process::id(), "zerocopy import worker ready");
let mut backend = EglBackend::new(importer);
serve(&sock, &mut backend)
}
/// What [`serve`] needs from an import implementation — split out so the dispatch loop is
/// unit-testable without a GPU.
pub(crate) trait ImportBackend {
fn modifiers(&mut self, fourcc: u32) -> Vec<u64>;
/// Answers with [`Reply::Frame`] (buffer id + [`BufferDesc`] iff first delivery of that id),
/// [`Reply::NeedFd`] (this side lacks the key's fd — host resends it once), or [`Reply::Err`].
fn import(&mut self, req: &ImportReq, fd: Option<OwnedFd>) -> Reply;
fn release(&mut self, id: u32);
fn clear_cache(&mut self);
}
/// The [`Request::Import`] fields, destructured for [`ImportBackend::import`].
pub(crate) struct ImportReq {
pub key: u64,
pub kind: ImportKind,
pub width: u32,
pub height: u32,
pub fourcc: u32,
pub modifier: Option<u64>,
pub offset: u32,
pub stride: u32,
pub has_fd: bool,
}
/// The request loop. Returns `Ok(())` on host EOF (normal end-of-life); any other socket error
/// propagates (the process exits — the host treats it like a death, which it is).
pub(crate) fn serve(sock: &OwnedFd, backend: &mut dyn ImportBackend) -> Result<()> {
let mut buf = Vec::new();
loop {
let (req, fd) = match proto::recv::<Request>(sock.as_fd(), &mut buf) {
Ok(v) => v,
Err(e) if e.kind() == io::ErrorKind::UnexpectedEof => return Ok(()),
Err(e) => return Err(e).context("worker recv"),
};
match req {
Request::Modifiers { fourcc } => {
let reply = Reply::Modifiers {
modifiers: backend.modifiers(fourcc),
};
if send_or_eof(sock, &reply)? {
return Ok(());
}
}
Request::Import {
key,
kind,
width,
height,
fourcc,
modifier,
offset,
stride,
has_fd,
} => {
let req = ImportReq {
key,
kind,
width,
height,
fourcc,
modifier,
offset,
stride,
has_fd,
};
let reply = backend.import(&req, fd);
if send_or_eof(sock, &reply)? {
return Ok(());
}
}
Request::Release { id } => backend.release(id),
Request::ClearCache => backend.clear_cache(),
}
}
}
/// Send a reply; `Ok(true)` means the host is gone (EPIPE) and the loop should end quietly.
fn send_or_eof(sock: &OwnedFd, reply: &Reply) -> Result<bool> {
match proto::send(sock.as_fd(), reply, None) {
Ok(()) => Ok(false),
Err(e) if e.kind() == io::ErrorKind::BrokenPipe => Ok(true),
Err(e) => Err(e).context("worker send"),
}
}
/// The real backend: the in-process [`EglImporter`] plus the cross-process bookkeeping —
/// per-key dmabuf fds, in-flight frames (held until `Release`), and stable buffer ids.
struct EglBackend {
importer: EglImporter,
/// The dmabuf fd for each host key (`st_ino`), kept because the tiled path re-imports the fd
/// every frame (`eglCreateImage`) and the LINEAR path caches per fd inside the Vulkan bridge.
fds: HashMap<u64, OwnedFd>,
/// Insertion order of `fds` keys for the LRU cap.
fd_lru: VecDeque<u64>,
/// Frames delivered to the host and not yet released — holding the `DeviceBuffer` is what
/// keeps its device memory alive (pool `Arc`s) while the host encodes from it.
inflight: HashMap<u32, DeviceBuffer>,
/// Buffer id per device allocation. Valid only within one pool generation: pools never free
/// allocations while alive, so a device VA can't repeat until a size change replaces the pool
/// — at which point [`Self::note_dims`] clears this map (ids themselves are never reused;
/// `next_id` only counts up).
ids: HashMap<CUdeviceptr, u32>,
next_id: u32,
/// The (kind, width, height) of the last import — a change means the importer replaced its
/// pool, invalidating the VA→id map (see [`Self::ids`]).
last_shape: Option<(ImportKind, u32, u32)>,
}
impl EglBackend {
fn new(importer: EglImporter) -> EglBackend {
EglBackend {
importer,
fds: HashMap::new(),
fd_lru: VecDeque::new(),
inflight: HashMap::new(),
ids: HashMap::new(),
next_id: 0,
last_shape: None,
}
}
/// Store (or replace) the cached fd for `key`, evicting beyond the cap. A replaced or
/// evicted fd is first forgotten by the Vulkan bridge so its per-fd import can't go stale.
fn store_fd(&mut self, key: u64, fd: OwnedFd) {
if let Some(old) = self.fds.insert(key, fd) {
self.importer.forget_linear_fd(old.as_raw_fd());
self.fd_lru.retain(|k| *k != key);
}
self.fd_lru.push_back(key);
while self.fds.len() > FD_CACHE_CAP {
let Some(oldest) = self.fd_lru.pop_front() else {
break;
};
if let Some(old) = self.fds.remove(&oldest) {
self.importer.forget_linear_fd(old.as_raw_fd());
}
}
}
/// Clear the VA→id map when the importer is about to replace its per-size pool (see
/// [`Self::ids`]).
fn note_dims(&mut self, kind: ImportKind, width: u32, height: u32) {
if self.last_shape != Some((kind, width, height)) {
self.last_shape = Some((kind, width, height));
self.ids.clear();
}
}
}
impl ImportBackend for EglBackend {
fn modifiers(&mut self, fourcc: u32) -> Vec<u64> {
self.importer.supported_modifiers(fourcc)
}
fn import(&mut self, req: &ImportReq, fd: Option<OwnedFd>) -> Reply {
if let Some(fd) = fd {
self.store_fd(req.key, fd);
} else if req.has_fd {
return Reply::Err {
message: "Import said has_fd but no fd arrived".into(),
};
}
let Some(raw) = self.fds.get(&req.key).map(|f| f.as_raw_fd()) else {
// We no longer hold this buffer's fd (LRU eviction / cache desync) — ask the host to
// resend it rather than failing the frame.
return Reply::NeedFd;
};
match self.import_inner(req, raw) {
Ok((id, desc)) => Reply::Frame { id, desc },
Err(e) => Reply::Err {
message: format!("{e:#}"),
},
}
}
fn release(&mut self, id: u32) {
if self.inflight.remove(&id).is_none() {
tracing::warn!(id, "release for a frame not in flight (host/worker desync)");
}
}
fn clear_cache(&mut self) {
for (_, fd) in self.fds.drain() {
self.importer.forget_linear_fd(fd.as_raw_fd());
}
self.fd_lru.clear();
self.importer.clear_linear_cache();
}
}
impl EglBackend {
/// The fallible core of [`ImportBackend::import`], once the fd for `req.key` is resolved.
fn import_inner(&mut self, req: &ImportReq, raw: i32) -> Result<(u32, Option<BufferDesc>)> {
let plane = DmabufPlane {
fd: raw,
offset: req.offset,
stride: req.stride,
};
self.note_dims(req.kind, req.width, req.height);
let buf = match req.kind {
ImportKind::Tiled => {
self.importer
.import(&plane, req.width, req.height, req.fourcc, req.modifier)?
}
ImportKind::TiledNv12 => self.importer.import_nv12(
&plane,
req.width,
req.height,
req.fourcc,
req.modifier,
)?,
ImportKind::Linear => self.importer.import_linear(&plane, req.width, req.height)?,
};
// Assign / look up the buffer's id and export its CUDA IPC identity on first delivery.
cuda::make_current()?;
let (id, desc) = match self.ids.get(&buf.ptr) {
Some(&id) => (id, None),
None => {
let id = self.next_id;
self.next_id = self.next_id.wrapping_add(1);
let y_handle = cuda::ipc_export(buf.ptr)?.to_vec();
let uv = match buf.uv {
Some((uv_ptr, uv_pitch)) => {
Some((cuda::ipc_export(uv_ptr)?.to_vec(), uv_pitch))
}
None => None,
};
self.ids.insert(buf.ptr, id);
(
id,
Some(BufferDesc {
width: buf.width,
height: buf.height,
y_handle,
y_pitch: buf.pitch,
uv,
}),
)
}
};
if self.inflight.insert(id, buf).is_some() {
// A pool never hands out a buffer that hasn't been recycled, so a duplicate id means
// corrupted bookkeeping — fail the import rather than alias two frames.
bail!("buffer id {id} already in flight");
}
Ok((id, desc))
}
}
#[cfg(test)]
mod tests {
use super::*;
use std::sync::mpsc;
/// Records calls; import behavior is scripted per key.
struct MockBackend {
calls: mpsc::Sender<String>,
next: u32,
}
impl ImportBackend for MockBackend {
fn modifiers(&mut self, fourcc: u32) -> Vec<u64> {
let _ = self.calls.send(format!("modifiers:{fourcc}"));
vec![7, 8, 9]
}
fn import(&mut self, req: &ImportReq, fd: Option<OwnedFd>) -> Reply {
let _ = self.calls.send(format!(
"import:key={} kind={:?} fd={}",
req.key,
req.kind,
fd.is_some()
));
if req.key == 0xbad {
return Reply::Err {
message: "scripted failure".into(),
};
}
if req.key == 0xfeed && !req.has_fd {
return Reply::NeedFd;
}
let id = self.next;
self.next += 1;
let desc = (id == 0).then(|| BufferDesc {
width: req.width,
height: req.height,
y_handle: vec![0u8; 64],
y_pitch: 256,
uv: None,
});
Reply::Frame { id, desc }
}
fn release(&mut self, id: u32) {
let _ = self.calls.send(format!("release:{id}"));
}
fn clear_cache(&mut self) {
let _ = self.calls.send("clear".into());
}
}
fn start_server() -> (
OwnedFd,
mpsc::Receiver<String>,
std::thread::JoinHandle<Result<()>>,
) {
let (host, worker) = proto::socketpair_seqpacket().unwrap();
let (tx, rx) = mpsc::channel();
let join = std::thread::spawn(move || {
let mut backend = MockBackend { calls: tx, next: 0 };
serve(&worker, &mut backend)
});
(host, rx, join)
}
fn import_req(key: u64, has_fd: bool) -> Request {
Request::Import {
key,
kind: ImportKind::Tiled,
width: 64,
height: 64,
fourcc: 1,
modifier: None,
offset: 0,
stride: 256,
has_fd,
}
}
#[test]
fn dispatch_and_eof() {
let (host, rx, join) = start_server();
let mut buf = Vec::new();
proto::send(host.as_fd(), &Request::Modifiers { fourcc: 42 }, None).unwrap();
let (reply, _) = proto::recv::<Reply>(host.as_fd(), &mut buf).unwrap();
assert_eq!(
reply,
Reply::Modifiers {
modifiers: vec![7, 8, 9]
}
);
// First import delivers the desc; the second (same mock id sequence continues) doesn't.
proto::send(host.as_fd(), &import_req(1, false), None).unwrap();
let (reply, _) = proto::recv::<Reply>(host.as_fd(), &mut buf).unwrap();
match reply {
Reply::Frame {
id: 0,
desc: Some(_),
} => {}
other => panic!("unexpected reply {other:?}"),
}
proto::send(host.as_fd(), &import_req(1, false), None).unwrap();
let (reply, _) = proto::recv::<Reply>(host.as_fd(), &mut buf).unwrap();
assert_eq!(reply, Reply::Frame { id: 1, desc: None });
// A missing worker-side fd is a NeedFd reply (host resends), not a failure.
proto::send(host.as_fd(), &import_req(0xfeed, false), None).unwrap();
let (reply, _) = proto::recv::<Reply>(host.as_fd(), &mut buf).unwrap();
assert_eq!(reply, Reply::NeedFd);
// A failed import is an Err reply, not a dead worker.
proto::send(host.as_fd(), &import_req(0xbad, false), None).unwrap();
let (reply, _) = proto::recv::<Reply>(host.as_fd(), &mut buf).unwrap();
match reply {
Reply::Err { message } => assert!(message.contains("scripted failure")),
other => panic!("unexpected reply {other:?}"),
}
// Fire-and-forget ops reach the backend without replies.
proto::send(host.as_fd(), &Request::Release { id: 0 }, None).unwrap();
proto::send(host.as_fd(), &Request::ClearCache, None).unwrap();
// Closing the host end terminates serve() cleanly.
drop(host);
join.join().unwrap().unwrap();
let calls: Vec<String> = rx.iter().collect();
assert_eq!(
calls,
vec![
"modifiers:42",
"import:key=1 kind=Tiled fd=false",
"import:key=1 kind=Tiled fd=false",
"import:key=65261 kind=Tiled fd=false", // 0xfeed
"import:key=2989 kind=Tiled fd=false", // 0xbad
"release:0",
"clear",
]
);
}
}
+5
View File
@@ -181,6 +181,11 @@ fn real_main() -> Result<()> {
// Zero-copy FFI/GPU probe: init the EGL importer + CUDA context (no capture needed). // Zero-copy FFI/GPU probe: init the EGL importer + CUDA context (no capture needed).
#[cfg(target_os = "linux")] #[cfg(target_os = "linux")]
Some("zerocopy-probe") => zerocopy::probe(), Some("zerocopy-probe") => zerocopy::probe(),
// Hidden: the isolated GPU-import worker the capture path spawns from /proc/self/exe
// (design/zerocopy-worker-isolation.md) — never run by hand; --fd names the inherited
// socketpair end.
#[cfg(target_os = "linux")]
Some("zerocopy-worker") => zerocopy::worker::run_from_args(&args[1..]),
// NV12 colour self-test (no display/capture needed): convert a known RGBA pattern to NV12 // NV12 colour self-test (no display/capture needed): convert a known RGBA pattern to NV12
// on the GPU and compare against a BT.709 limited-range reference. Validates the Tier 2A // on the GPU and compare against a BT.709 limited-range reference. Validates the Tier 2A
// `PUNKTFUNK_NV12` convert is colour-correct. Prints PASS/FAIL + max Y/U/V error. // `PUNKTFUNK_NV12` convert is colour-correct. Prints PASS/FAIL + max Y/U/V error.
+115 -1
View File
@@ -161,6 +161,8 @@ fn api_router_parts() -> (Router<Arc<MgmtState>>, utoipa::openapi::OpenApi) {
.routes(routes!(get_display_state)) .routes(routes!(get_display_state))
.routes(routes!(release_display)) .routes(routes!(release_display))
.routes(routes!(set_display_layout)) .routes(routes!(set_display_layout))
.routes(routes!(list_custom_presets, create_custom_preset))
.routes(routes!(update_custom_preset, delete_custom_preset))
.routes(routes!(get_status)) .routes(routes!(get_status))
.routes(routes!(get_local_summary)) .routes(routes!(get_local_summary))
.routes(routes!(list_paired_clients)) .routes(routes!(list_paired_clients))
@@ -993,6 +995,10 @@ struct DisplaySettingsState {
effective: crate::vdisplay::policy::EffectivePolicy, effective: crate::vdisplay::policy::EffectivePolicy,
/// Every named preset and what it expands to (for the picker's preview). /// Every named preset and what it expands to (for the picker's preview).
presets: Vec<PresetInfo>, presets: Vec<PresetInfo>,
/// The operator's saved custom presets (`display-presets.json`) — named field-bundles rendered
/// alongside the built-ins. Managed via `POST/PUT/DELETE /display/presets`; applied by writing a
/// `Custom` policy carrying the preset's fields.
custom_presets: Vec<crate::vdisplay::policy::CustomPreset>,
/// Option names this build enforces right now. All five axes are now acted on (keep_alive + /// Option names this build enforces right now. All five axes are now acted on (keep_alive +
/// topology since Stage 0-2, identity Stage 3, mode_conflict Stage 4, layout Stage 5) — the console /// topology since Stage 0-2, identity Stage 3, mode_conflict Stage 4, layout Stage 5) — the console
/// reads this to know which controls are live vs. "coming soon" (per-backend nuance, e.g. layout /// reads this to know which controls are live vs. "coming soon" (per-backend nuance, e.g. layout
@@ -1037,12 +1043,14 @@ fn display_settings_state() -> DisplaySettingsState {
settings, settings,
configured, configured,
presets, presets,
custom_presets: policy::load_custom_presets(),
enforced: vec![ enforced: vec![
"keep_alive".into(), "keep_alive".into(),
"topology".into(), "topology".into(),
"mode_conflict".into(), "mode_conflict".into(),
"identity".into(), "identity".into(),
"layout".into(), "layout".into(),
"game_session".into(),
], ],
} }
} }
@@ -1248,7 +1256,10 @@ async fn set_display_layout(ApiJson(req): ApiJson<DisplayLayoutRequest>) -> Resp
// Lock the current effective behavior into explicit fields + set the manual arrangement (pure // Lock the current effective behavior into explicit fields + set the manual arrangement (pure
// transform, unit-tested in `policy.rs`) — so arranging displays is orthogonal to the other policy // transform, unit-tested in `policy.rs`) — so arranging displays is orthogonal to the other policy
// axes. (`effective` keep_alive is never `Forever` via the API — the settings PUT rejects it.) // axes. (`effective` keep_alive is never `Forever` via the API — the settings PUT rejects it.)
let policy = store.get().effective().with_manual_layout(req.positions); let policy = store
.get()
.effective()
.with_manual_layout(req.positions, store.game_session());
if let Err(e) = store.set(policy) { if let Err(e) = store.set(policy) {
return api_error( return api_error(
StatusCode::INTERNAL_SERVER_ERROR, StatusCode::INTERNAL_SERVER_ERROR,
@@ -1262,6 +1273,109 @@ async fn set_display_layout(ApiJson(req): ApiJson<DisplayLayoutRequest>) -> Resp
Json(display_settings_state()).into_response() Json(display_settings_state()).into_response()
} }
/// List the saved custom presets
///
/// The operator's named field-bundles (`display-presets.json`). These also ride the
/// `GET /display/settings` response (`custom_presets`), so the console rarely needs this directly.
#[utoipa::path(
get,
path = "/display/presets",
tag = "display",
operation_id = "listCustomPresets",
responses(
(status = OK, description = "The saved custom presets", body = Vec<crate::vdisplay::policy::CustomPreset>),
(status = UNAUTHORIZED, description = "Missing or invalid bearer token", body = ApiError),
)
)]
async fn list_custom_presets() -> Json<Vec<crate::vdisplay::policy::CustomPreset>> {
Json(crate::vdisplay::policy::load_custom_presets())
}
/// Save a custom preset
///
/// Stores a named bundle of the display-behavior axes (+ the game-session axis) the operator can
/// apply later. The host assigns a stable id, returned in the body. Applying a preset is a
/// `PUT /display/settings` with a `Custom` policy carrying its `fields` — no separate apply route.
#[utoipa::path(
post,
path = "/display/presets",
tag = "display",
operation_id = "createCustomPreset",
request_body = crate::vdisplay::policy::CustomPresetInput,
responses(
(status = CREATED, description = "Preset created", body = crate::vdisplay::policy::CustomPreset),
(status = BAD_REQUEST, description = "Empty name", body = ApiError),
(status = UNAUTHORIZED, description = "Missing or invalid bearer token", body = ApiError),
(status = INTERNAL_SERVER_ERROR, description = "Could not persist the catalog", body = ApiError),
)
)]
async fn create_custom_preset(
ApiJson(input): ApiJson<crate::vdisplay::policy::CustomPresetInput>,
) -> Response {
if input.name.trim().is_empty() {
return api_error(StatusCode::BAD_REQUEST, "preset name must not be empty");
}
match crate::vdisplay::policy::add_custom_preset(input) {
Ok(preset) => (StatusCode::CREATED, Json(preset)).into_response(),
Err(e) => api_error(StatusCode::INTERNAL_SERVER_ERROR, &e.to_string()),
}
}
/// Update a custom preset
#[utoipa::path(
put,
path = "/display/presets/{id}",
tag = "display",
operation_id = "updateCustomPreset",
params(("id" = String, Path, description = "The custom preset id")),
request_body = crate::vdisplay::policy::CustomPresetInput,
responses(
(status = OK, description = "Preset updated", body = crate::vdisplay::policy::CustomPreset),
(status = BAD_REQUEST, description = "Empty name", body = ApiError),
(status = UNAUTHORIZED, description = "Missing or invalid bearer token", body = ApiError),
(status = NOT_FOUND, description = "No custom preset with that id", body = ApiError),
(status = INTERNAL_SERVER_ERROR, description = "Could not persist the catalog", body = ApiError),
)
)]
async fn update_custom_preset(
Path(id): Path<String>,
ApiJson(input): ApiJson<crate::vdisplay::policy::CustomPresetInput>,
) -> Response {
if input.name.trim().is_empty() {
return api_error(StatusCode::BAD_REQUEST, "preset name must not be empty");
}
match crate::vdisplay::policy::update_custom_preset(&id, input) {
Ok(Some(preset)) => Json(preset).into_response(),
Ok(None) => api_error(StatusCode::NOT_FOUND, "no custom preset with that id"),
Err(e) => api_error(StatusCode::INTERNAL_SERVER_ERROR, &e.to_string()),
}
}
/// Delete a custom preset
///
/// Removes it from the catalog. The active policy is untouched — if this preset was the one applied,
/// the running behavior stays exactly as it was (the catalog and `display-settings.json` are decoupled).
#[utoipa::path(
delete,
path = "/display/presets/{id}",
tag = "display",
operation_id = "deleteCustomPreset",
params(("id" = String, Path, description = "The custom preset id")),
responses(
(status = NO_CONTENT, description = "Preset deleted"),
(status = UNAUTHORIZED, description = "Missing or invalid bearer token", body = ApiError),
(status = NOT_FOUND, description = "No custom preset with that id", body = ApiError),
(status = INTERNAL_SERVER_ERROR, description = "Could not persist the catalog", body = ApiError),
)
)]
async fn delete_custom_preset(Path(id): Path<String>) -> Response {
match crate::vdisplay::policy::delete_custom_preset(&id) {
Ok(true) => StatusCode::NO_CONTENT.into_response(),
Ok(false) => api_error(StatusCode::NOT_FOUND, "no custom preset with that id"),
Err(e) => api_error(StatusCode::INTERNAL_SERVER_ERROR, &e.to_string()),
}
}
/// Live host status /// Live host status
#[utoipa::path( #[utoipa::path(
get, get,
+234 -16
View File
@@ -285,6 +285,9 @@ pub(crate) async fn serve(
// restores the box's autologin gaming session on idle, not per-disconnect — see // restores the box's autologin gaming session on idle, not per-disconnect — see
// `vdisplay::restore_managed_session`). Held for serve()'s lifetime; dropping it stops it. // `vdisplay::restore_managed_session`). Held for serve()'s lifetime; dropping it stops it.
let _restore_worker = crate::vdisplay::start_restore_worker(); let _restore_worker = crate::vdisplay::start_restore_worker();
// A3: recover a TV takeover stranded by a crashed previous host instance (persisted to
// $XDG_RUNTIME_DIR) — schedule a restore after a reconnect grace. No-op on a clean start.
crate::vdisplay::restore_takeover_on_startup();
// Host-lifetime cover-art warmer: fetches + caches GOG/Xbox cover art (no-auth api.gog.com / // Host-lifetime cover-art warmer: fetches + caches GOG/Xbox cover art (no-auth api.gog.com /
// displaycatalog) off the hot path so `all_games()` (the library list + launch resolve) never // displaycatalog) off the hot path so `all_games()` (the library list + launch resolve) never
// blocks on the network. A no-op on a host whose stores all carry their own art. // blocks on the network. A no-op on a host whose stores all carry their own art.
@@ -826,8 +829,23 @@ async fn serve_session(
let compositor = match source { let compositor = match source {
Punktfunk1Source::Virtual => { Punktfunk1Source::Virtual => {
let pref = hello.compositor; let pref = hello.compositor;
// Dedicated game session (B0): a launching client under `game_session=dedicated`
// (gamescope available) gets its own headless gamescope spawn at the client mode. Gate on
// whether the launch id actually RESOLVES to a command in the host's library — an unknown
// id must fall back to normal auto routing, not a blank "sleep infinity" gamescope
// (review #9). (dedicated is Linux-only; the resolver is the non-Windows launch_command.)
#[cfg(not(target_os = "windows"))]
let has_resolvable_launch = hello
.launch
.as_deref()
.and_then(crate::library::launch_command)
.is_some();
#[cfg(target_os = "windows")]
let has_resolvable_launch = false;
let dedicated =
crate::vdisplay::wants_dedicated_game_session(has_resolvable_launch);
Some( Some(
tokio::task::spawn_blocking(move || resolve_compositor(pref)) tokio::task::spawn_blocking(move || resolve_compositor(pref, dedicated))
.await .await
.context("resolve compositor task")??, .context("resolve compositor task")??,
) )
@@ -2223,17 +2241,24 @@ fn pick_compositor(
/// [`pick_compositor`]): enumerate what's available, auto-detect the default, pick, and log /// [`pick_compositor`]): enumerate what's available, auto-detect the default, pick, and log
/// whether the explicit request was honored or fell back. Runs blocking probes — call off the /// whether the explicit request was honored or fell back. Runs blocking probes — call off the
/// async reactor (`spawn_blocking`). /// async reactor (`spawn_blocking`).
fn resolve_compositor(pref: CompositorPref) -> Result<crate::vdisplay::Compositor> { fn resolve_compositor(
pref: CompositorPref,
dedicated_launch: bool,
) -> Result<crate::vdisplay::Compositor> {
use crate::vdisplay::Compositor; use crate::vdisplay::Compositor;
// Windows has a single virtual-display backend (SudoVDA); vdisplay::open ignores the compositor // Windows has a single virtual-display backend (SudoVDA); vdisplay::open ignores the compositor
// arg there, so short-circuit the Linux session-detection state machine with a placeholder. // arg there, so short-circuit the Linux session-detection state machine with a placeholder.
#[cfg(target_os = "windows")] #[cfg(target_os = "windows")]
{ {
let _ = pref; let _ = (pref, dedicated_launch);
Ok(Compositor::Kwin) Ok(Compositor::Kwin)
} }
#[cfg(not(target_os = "windows"))] #[cfg(not(target_os = "windows"))]
{ {
// A client is (re)connecting → cancel any pending TV-session restore so the box stays in the
// streamed session (covers the keep-alive REUSE reconnect, which skips create_managed_session's
// own cancel — review #3). No-op when nothing is pending.
crate::vdisplay::cancel_pending_tv_restore();
// Explicit operator override (legacy / CI / forcing a backend for a test) wins and is assumed // Explicit operator override (legacy / CI / forcing a backend for a test) wins and is assumed
// to come with a hand-set env — don't retarget the process env in that case. // to come with a hand-set env — don't retarget the process env in that case.
let overridden = crate::config::config().compositor.is_some(); let overridden = crate::config::config().compositor.is_some();
@@ -2244,6 +2269,10 @@ fn resolve_compositor(pref: CompositorPref) -> Result<crate::vdisplay::Composito
// every backend (video capture + input) this connect opens against the active session — // every backend (video capture + input) this connect opens against the active session —
// this is the state machine that lets one host follow a Bazzite box across Gaming↔Desktop. // this is the state machine that lets one host follow a Bazzite box across Gaming↔Desktop.
let active = crate::vdisplay::detect_active_session(); let active = crate::vdisplay::detect_active_session();
// A4: if the compositor instance changed since the last connect (an idle-time Game↔Desktop
// switch), bump the epoch + invalidate the old backend's kept displays so this connect never
// reuses a node id from the dead instance.
crate::vdisplay::observe_session_instance(&active);
crate::vdisplay::apply_session_env(&active); crate::vdisplay::apply_session_env(&active);
tracing::info!( tracing::info!(
active = ?active.kind, active = ?active.kind,
@@ -2252,6 +2281,18 @@ fn resolve_compositor(pref: CompositorPref) -> Result<crate::vdisplay::Composito
); );
crate::vdisplay::compositor_for_kind(active.kind) crate::vdisplay::compositor_for_kind(active.kind)
}; };
// Dedicated game session (design/gamemode-and-dedicated-sessions.md B0): a launching session
// under `game_session=dedicated` (gamescope confirmed available) forces its OWN headless
// gamescope spawn at the client's mode, overriding the detected desktop/game-mode backend. The
// env was already retargeted above (for XDG_RUNTIME_DIR / the PipeWire daemon); we just pin the
// backend + input to the spawn sub-mode. Skipped under an explicit operator compositor pin.
if dedicated_launch && !overridden {
crate::vdisplay::apply_input_env(Compositor::Gamescope, true);
tracing::info!(
"dedicated game session — routing to a headless gamescope spawn at the client mode"
);
return Ok(Compositor::Gamescope);
}
let available = crate::vdisplay::available(); let available = crate::vdisplay::available();
let chosen = pick_compositor(pref, &available, detected).ok_or_else(|| { let chosen = pick_compositor(pref, &available, detected).ok_or_else(|| {
anyhow!("no usable compositor (no live graphical session for this uid; set PUNKTFUNK_COMPOSITOR or start a desktop/gaming session)") anyhow!("no usable compositor (no live graphical session for this uid; set PUNKTFUNK_COMPOSITOR or start a desktop/gaming session)")
@@ -2259,7 +2300,7 @@ fn resolve_compositor(pref: CompositorPref) -> Result<crate::vdisplay::Composito
if !overridden { if !overridden {
// Point input at the same backend and resolve the gamescope sub-mode (managed where the // Point input at the same backend and resolve the gamescope sub-mode (managed where the
// session infra exists, attach to a foreign gamescope, else per-session bare spawn). // session infra exists, attach to a foreign gamescope, else per-session bare spawn).
crate::vdisplay::apply_input_env(chosen); crate::vdisplay::apply_input_env(chosen, false);
} }
let avail_ids: Vec<&str> = available.iter().map(|c| c.id()).collect(); let avail_ids: Vec<&str> = available.iter().map(|c| c.id()).collect();
match Compositor::from_pref(pref) { match Compositor::from_pref(pref) {
@@ -2886,6 +2927,11 @@ fn session_watcher_loop(tx: std::sync::mpsc::Sender<SessionSwitch>, stop: Arc<At
break; break;
} }
let active = vdisplay::detect_active_session(); let active = vdisplay::detect_active_session();
// A4: bump the session epoch + invalidate the old backend the moment the compositor instance
// changes (kind change OR same-kind restart) — even for a same-kind restart the watcher won't
// signal a full SessionSwitch for. Self-dedupes; the debounced SessionSwitch below still drives
// the in-place rebuild.
vdisplay::observe_session_instance(&active);
let cur = active.kind; let cur = active.kind;
if cur == current { if cur == current {
pending = None; // back to the current backend before debounce elapsed — no switch pending = None; // back to the current backend before debounce elapsed — no switch
@@ -3049,7 +3095,7 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
#[cfg(target_os = "windows")] #[cfg(target_os = "windows")]
let _idd_setup_guard = (plan.capture == crate::session_plan::CaptureBackend::IddPush) let _idd_setup_guard = (plan.capture == crate::session_plan::CaptureBackend::IddPush)
.then(|| crate::vdisplay::manager::vdm().begin_idd_setup(stop.clone())); .then(|| crate::vdisplay::manager::vdm().begin_idd_setup(stop.clone()));
let (mut capturer, mut enc, mut frame, mut interval) = let (mut capturer, mut enc, mut frame, mut interval, mut cur_node_id) =
build_pipeline_with_retry(&mut vd, mode, bitrate_kbps, bit_depth, plan, &quit)?; build_pipeline_with_retry(&mut vd, mode, bitrate_kbps, bit_depth, plan, &quit)?;
// Setup done — release the IDD-push setup lock so the next reconnect can begin (and preempt us). // Setup done — release the IDD-push setup lock so the next reconnect can begin (and preempt us).
#[cfg(target_os = "windows")] #[cfg(target_os = "windows")]
@@ -3152,6 +3198,18 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
let mut cur_mode = mode; let mut cur_mode = mode;
const MAX_CAPTURE_REBUILDS: u32 = 5; const MAX_CAPTURE_REBUILDS: u32 = 5;
let mut capture_rebuilds: u32 = 0; let mut capture_rebuilds: u32 = 0;
// Encode-stall watchdog: AMF/QSV (and async NVENC) poll non-blocking, so a wedged driver
// shows up as poll() returning None forever while submits keep succeeding — `inflight` grows,
// no AU ever reaches the send thread, and the client freezes on the last frame with nothing
// logged (field reports: AMD/Intel Windows streams freezing after minutes). Track when the
// encoder last produced an AU and rebuild it in place (bounded, like the capture rebuilds)
// when it stops. `ENCODE_STALL_WINDOW` also sizes the in-flight backlog bound: a backlog worth
// more than the window's frames means AUs still trickle (so the gap never trips) but latency
// is growing without bound — the slow-leak form of the same stall.
const ENCODE_STALL_WINDOW: std::time::Duration = std::time::Duration::from_secs(2);
const MAX_ENCODER_RESETS: u32 = 5;
let mut encoder_resets: u32 = 0;
let mut last_au_at = std::time::Instant::now();
// Last HDR mastering metadata we forwarded — re-sent as 0xCE on change/keyframe (see below). // Last HDR mastering metadata we forwarded — re-sent as 0xCE on change/keyframe (see below).
let mut last_hdr_meta: Option<punktfunk_core::quic::HdrMeta> = None; let mut last_hdr_meta: Option<punktfunk_core::quic::HdrMeta> = None;
// Frames submitted to NVENC but not yet polled (wire pts, submit stamp, pacing deadline). With a // Frames submitted to NVENC but not yet polled (wire pts, submit stamp, pacing deadline). With a
@@ -3196,8 +3254,11 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
crate::vdisplay::apply_session_env(&crate::vdisplay::ActiveSession { crate::vdisplay::apply_session_env(&crate::vdisplay::ActiveSession {
kind: sw.kind, kind: sw.kind,
env: sw.env, env: sw.env,
compositor_pid: None,
}); });
crate::vdisplay::apply_input_env(sw.compositor); // A mid-stream Game↔Desktop switch is not a fresh dedicated launch — route input at the
// switched-to backend's normal sub-mode.
crate::vdisplay::apply_input_env(sw.compositor, false);
// Switching INTO a desktop mid-stream: the xdg portal / systemd-user env may still // Switching INTO a desktop mid-stream: the xdg portal / systemd-user env may still
// point at the old session, so input would silently not land until a reconnect. // point at the old session, so input would silently not land until a reconnect.
// Settle it (env push + KWin portal restart) before the injector reopens against it. // Settle it (env push + KWin portal restart) before the injector reopens against it.
@@ -3223,16 +3284,22 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
Ok((new_vd, pipe)) Ok((new_vd, pipe))
})(); })();
match rebuilt { match rebuilt {
Ok((new_vd, (new_cap, new_enc, new_frame, new_interval))) => { Ok((new_vd, (new_cap, new_enc, new_frame, new_interval, new_node_id))) => {
// Replace the pipeline first (drops the old capturer → old PipeWire stream + // Replace the pipeline first (drops the old capturer → old PipeWire stream +
// virtual output), then the factory (drops e.g. the old KWin connection). // virtual output), then the factory (drops e.g. the old KWin connection).
capturer = new_cap; capturer = new_cap;
enc = new_enc; enc = new_enc;
frame = new_frame; frame = new_frame;
interval = new_interval; interval = new_interval;
cur_node_id = new_node_id;
vd = new_vd; vd = new_vd;
compositor = sw.compositor; compositor = sw.compositor;
next = std::time::Instant::now(); next = std::time::Instant::now();
// The owed AUs died with the old encoder — drop their in-flight records
// and restart the encode-stall clock for the fresh one.
inflight.clear();
last_au_at = std::time::Instant::now();
encoder_resets = 0;
tracing::info!( tracing::info!(
compositor = compositor.id(), compositor = compositor.id(),
"session switch — backend rebuilt, stream continues" "session switch — backend rebuilt, stream continues"
@@ -3264,9 +3331,14 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
// healthy session — keep streaming the current mode and log instead. // healthy session — keep streaming the current mode and log instead.
match build_pipeline(&mut vd, new_mode, bitrate_kbps, bit_depth, plan, &quit) { match build_pipeline(&mut vd, new_mode, bitrate_kbps, bit_depth, plan, &quit) {
Ok(next_pipe) => { Ok(next_pipe) => {
(capturer, enc, frame, interval) = next_pipe; (capturer, enc, frame, interval, cur_node_id) = next_pipe;
cur_mode = new_mode; cur_mode = new_mode;
next = std::time::Instant::now(); next = std::time::Instant::now();
// The owed AUs died with the old encoder — drop their in-flight records
// and restart the encode-stall clock for the fresh one.
inflight.clear();
last_au_at = std::time::Instant::now();
encoder_resets = 0;
} }
Err(e) => { Err(e) => {
tracing::error!(error = %format!("{e:#}"), ?new_mode, tracing::error!(error = %format!("{e:#}"), ?new_mode,
@@ -3331,6 +3403,32 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
// bounded retry is exhausted; the consecutive cap stops a flapping source from looping the // bounded retry is exhausted; the consecutive cap stops a flapping source from looping the
// client through endless cold IDRs. // client through endless cold IDRs.
Err(e) => { Err(e) => {
// B2: a DEDICATED gamescope game session whose gamescope node is gone = the game
// exited (gamescope is a single-app compositor — it dies with its app). End the session
// CLEANLY — close with `APP_EXITED_CLOSE_CODE` so a launcher client returns to its
// library instead of surfacing a failure — rather than the capture-loss rebuild + 40 s
// timeout. Gated to the dedicated bare-spawn launch (`launch_is_nested`), so a normal
// Bazzite/desktop capture loss still rebuilds in place.
// `cur_node_id` (the capture 5-tuple's node id) is read only by the Linux
// dedicated-game-exit check below; keep it read on other platforms so it isn't a
// write-only variable under `-D warnings` (the `let _ = &launch` idiom above).
#[cfg(not(target_os = "linux"))]
let _ = &cur_node_id;
#[cfg(target_os = "linux")]
if launch.is_some()
&& crate::vdisplay::launch_is_nested(compositor)
&& crate::vdisplay::dedicated_game_exited(cur_node_id)
{
tracing::info!(
"dedicated game session: the game exited — ending the session cleanly"
);
quit.store(true, Ordering::SeqCst); // skip keep-alive linger — the game is gone
conn.close(
punktfunk_core::quic::APP_EXITED_CLOSE_CODE.into(),
b"game exited",
);
break;
}
capture_rebuilds += 1; capture_rebuilds += 1;
if capture_rebuilds > MAX_CAPTURE_REBUILDS { if capture_rebuilds > MAX_CAPTURE_REBUILDS {
return Err(e).context("capture lost — rebuild attempts exhausted"); return Err(e).context("capture lost — rebuild attempts exhausted");
@@ -3348,14 +3446,18 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
// appears — no reconnect. // appears — no reconnect.
const REBUILD_BUDGET: std::time::Duration = std::time::Duration::from_secs(40); const REBUILD_BUDGET: std::time::Duration = std::time::Duration::from_secs(40);
let rebuild_deadline = std::time::Instant::now() + REBUILD_BUDGET; let rebuild_deadline = std::time::Instant::now() + REBUILD_BUDGET;
let (new_cap, new_enc, new_frame, new_interval) = loop { let (new_cap, new_enc, new_frame, new_interval, new_node_id) = loop {
// Follow the active session unless an explicit PUNKTFUNK_COMPOSITOR pin forbids // Follow the active session unless an explicit PUNKTFUNK_COMPOSITOR pin forbids
// retargeting (then we stick to the pinned backend and just rebuild it). // retargeting (then we stick to the pinned backend and just rebuild it).
if crate::config::config().compositor.is_none() { if crate::config::config().compositor.is_none() {
let active = crate::vdisplay::detect_active_session(); let active = crate::vdisplay::detect_active_session();
// A4: fold any compositor-instance change into the epoch/invalidation before we
// rebuild, so the rebuild's acquire won't reuse a dead-instance node.
crate::vdisplay::observe_session_instance(&active);
if let Some(c) = crate::vdisplay::compositor_for_kind(active.kind) { if let Some(c) = crate::vdisplay::compositor_for_kind(active.kind) {
crate::vdisplay::apply_session_env(&active); crate::vdisplay::apply_session_env(&active);
crate::vdisplay::apply_input_env(c); // Capture-loss rebuild follows the live box session, not a fresh dedicated launch.
crate::vdisplay::apply_input_env(c, false);
if c != compositor { if c != compositor {
if matches!( if matches!(
c, c,
@@ -3402,8 +3504,15 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
enc = new_enc; enc = new_enc;
frame = new_frame; frame = new_frame;
interval = new_interval; interval = new_interval;
cur_node_id = new_node_id;
enc.request_keyframe(); // belt-and-suspenders; a fresh encoder opens on an IDR anyway enc.request_keyframe(); // belt-and-suspenders; a fresh encoder opens on an IDR anyway
next = std::time::Instant::now(); next = std::time::Instant::now();
// The owed AUs died with the old encoder — drop their in-flight records and
// restart the encode-stall clock (the rebuild loop above may have eaten seconds,
// which must not count against the fresh encoder).
inflight.clear();
last_au_at = std::time::Instant::now();
encoder_resets = 0;
tracing::info!( tracing::info!(
compositor = compositor.id(), compositor = compositor.id(),
"capture loss: pipeline rebuilt — stream resumes" "capture loss: pipeline rebuilt — stream resumes"
@@ -3470,7 +3579,28 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
st_queue.push(queue_us); st_queue.push(queue_us);
} }
let t_submit = std::time::Instant::now(); let t_submit = std::time::Instant::now();
enc.submit(&frame).context("encoder submit")?; if let Err(e) = enc.submit(&frame) {
// The input half of an encode stall: once the driver stops draining AUs, libavcodec's
// one-frame buffer fills and avcodec_send_frame starts failing (EAGAIN) — the same
// wedge the watchdog below catches, seen from submit. Rebuild the encoder in place
// (bounded) instead of killing an otherwise healthy session; a backend without an
// in-place rebuild keeps today's fail-fast behavior.
encoder_resets += 1;
if encoder_resets > MAX_ENCODER_RESETS
|| !reset_stalled_encoder(&mut enc, &mut inflight)
{
return Err(e).context("encoder submit");
}
tracing::error!(error = %format!("{e:#}"), reset = encoder_resets,
max = MAX_ENCODER_RESETS,
"encoder submit failed — encoder rebuilt in place, forcing an IDR");
last_au_at = std::time::Instant::now();
// Re-pace from the rebuild and retry this frame next tick (gives the fresh encoder
// one frame period to come up instead of hammering it in a hot loop).
next = std::time::Instant::now() + interval;
std::thread::sleep(interval);
continue;
}
let submit_us = if measure { let submit_us = if measure {
t_submit.elapsed().as_micros() as u32 t_submit.elapsed().as_micros() as u32
} else { } else {
@@ -3488,9 +3618,12 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
// so the encode of N overlaps the convert/copy of N+1. NVENC's `pending` is FIFO, so poll() returns // so the encode of N overlaps the convert/copy of N+1. NVENC's `pending` is FIFO, so poll() returns
// the oldest submitted frame's AU — matching `inflight.pop_front()`. // the oldest submitted frame's AU — matching `inflight.pop_front()`.
let mut send_gone = false; let mut send_gone = false;
// A poll error is the explicit form of an encode stall (e.g. a QSV device failure);
// carry it to the shared stall recovery below instead of killing the session outright.
let mut poll_err: Option<anyhow::Error> = None;
while inflight.len() >= depth { while inflight.len() >= depth {
let t_wait = std::time::Instant::now(); let t_wait = std::time::Instant::now();
let polled = enc.poll().context("encoder poll")?; let polled = enc.poll();
let wait_us = if measure { let wait_us = if measure {
t_wait.elapsed().as_micros() as u32 t_wait.elapsed().as_micros() as u32
} else { } else {
@@ -3500,9 +3633,20 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
st_wait.push(wait_us); st_wait.push(wait_us);
} }
let au = match polled { let au = match polled {
Some(au) => au, Ok(Some(au)) => au,
None => break, // no AU ready for a submitted frame (shouldn't happen — poll blocks) // No AU ready for a submitted frame. Routine on the non-blocking backends (the
// libavcodec AMF/QSV wrapper holds ~2 frames; async NVENC drains a ready queue) —
// the frame stays in flight and the next tick re-polls. The stall watchdog below
// decides when "not ready yet" has become "the driver is wedged".
Ok(None) => break,
Err(e) => {
poll_err = Some(e);
break;
}
}; };
// The encoder is alive: feed the stall watchdog, clear the consecutive-reset counter.
last_au_at = std::time::Instant::now();
encoder_resets = 0;
let (cap_ns, sub_ns, deadline) = inflight.pop_front().expect("inflight non-empty"); let (cap_ns, sub_ns, deadline) = inflight.pop_front().expect("inflight non-empty");
let flags = if au.keyframe { let flags = if au.keyframe {
(FLAG_PIC | FLAG_SOF) as u32 (FLAG_PIC | FLAG_SOF) as u32
@@ -3543,6 +3687,40 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
if send_gone { if send_gone {
break; break;
} }
// Encode-stall watchdog. Trip on: an explicit poll error; no AU within the window while
// frames are owed (the full wedge — AMF/QSV's non-blocking poll returns None forever and
// nothing else ever errors); or an owed backlog worth more than the window's frames (the
// slow leak — AUs still trickle, so the gap never trips, but latency grows without bound).
// Recovery rebuilds the encoder in place and forces an IDR — a logged ~one-second hiccup
// instead of a silent permanent freeze — bounded so a genuinely dead encoder still ends
// the session with a clear error. The window scales with the frame interval so low-fps
// modes (where the AMF wrapper's ~2-frame hold spans seconds) can't false-trip.
let stall_window = ENCODE_STALL_WINDOW.max(interval * 8);
let stall_backlog =
depth + (stall_window.as_secs_f64() / interval.as_secs_f64().max(1e-6)).ceil() as usize;
if poll_err.is_some()
|| (!inflight.is_empty()
&& (last_au_at.elapsed() >= stall_window || inflight.len() > stall_backlog))
{
let why = match &poll_err {
Some(e) => format!("poll failed: {e:#}"),
None => format!(
"no AU for {} ms with {} frame(s) in flight",
last_au_at.elapsed().as_millis(),
inflight.len()
),
};
encoder_resets += 1;
if encoder_resets > MAX_ENCODER_RESETS
|| !reset_stalled_encoder(&mut enc, &mut inflight)
{
return Err(poll_err.unwrap_or_else(|| anyhow!("{why}")))
.context("encoder stalled — in-place rebuild unavailable or exhausted");
}
tracing::error!(reset = encoder_resets, max = MAX_ENCODER_RESETS, %why,
"encode stall detected — encoder rebuilt in place, forcing an IDR");
last_au_at = std::time::Instant::now();
}
match next.checked_duration_since(std::time::Instant::now()) { match next.checked_duration_since(std::time::Instant::now()) {
Some(d) => std::thread::sleep(d), Some(d) => std::thread::sleep(d),
None => next = std::time::Instant::now(), None => next = std::time::Instant::now(),
@@ -3592,6 +3770,10 @@ type Pipeline = (
Box<dyn crate::encode::Encoder>, Box<dyn crate::encode::Encoder>,
crate::capture::CapturedFrame, crate::capture::CapturedFrame,
std::time::Duration, std::time::Duration,
// The virtual output's PipeWire node id — used by the B2 dedicated game-exit probe to check THIS
// session's own node (scoped), not any gamescope node. `0` for backends without a PipeWire node
// (Windows IDD-push), which never take the dedicated-gamescope B2 path anyway.
u32,
); );
/// Build the pipeline, retrying *transient* failures with bounded exponential backoff. /// Build the pipeline, retrying *transient* failures with bounded exponential backoff.
@@ -3694,6 +3876,24 @@ fn is_permanent_build_error(chain: &str) -> bool {
PERMANENT.iter().any(|p| lower.contains(p)) PERMANENT.iter().any(|p| lower.contains(p))
} }
/// Encode-stall recovery: rebuild the encoder in place (keeping capture + the session up) and
/// discard the owed in-flight frame records — their AUs died with the old encoder instance.
/// Returns `false` when the backend has no in-place rebuild ([`crate::encode::Encoder::reset`]'s
/// default); the caller then surfaces the stall as a session error instead. The forced keyframe
/// makes the rebuilt encoder's first frame an immediate decoder resync point (belt-and-suspenders:
/// a fresh encoder opens on an IDR anyway).
fn reset_stalled_encoder(
enc: &mut Box<dyn crate::encode::Encoder>,
inflight: &mut std::collections::VecDeque<(u64, u64, std::time::Instant)>,
) -> bool {
if !enc.reset() {
return false;
}
inflight.clear();
enc.request_keyframe();
true
}
fn build_pipeline( fn build_pipeline(
vd: &mut Box<dyn crate::vdisplay::VirtualDisplay>, vd: &mut Box<dyn crate::vdisplay::VirtualDisplay>,
mode: punktfunk_core::Mode, mode: punktfunk_core::Mode,
@@ -3709,6 +3909,14 @@ fn build_pipeline(
// `quit` flag rides into the lease so a deliberate-quit teardown skips the keep-alive linger. // `quit` flag rides into the lease so a deliberate-quit teardown skips the keep-alive linger.
let vout = crate::vdisplay::registry::acquire(vd, mode, quit.clone()) let vout = crate::vdisplay::registry::acquire(vd, mode, quit.clone())
.context("create virtual output")?; .context("create virtual output")?;
// A2: if this was a REUSED kept display and its first frame fails, tear the (dead) pool entry down
// so the retry loop's next acquire creates fresh instead of re-wedging on the same corpse. Read the
// gen BEFORE `capture_virtual_output` consumes `vout`. (Linux-only — the pool is Linux.)
#[cfg(target_os = "linux")]
let reused_gen = vout.reused_gen;
// The virtual output's PipeWire node id — kept for the B2 dedicated game-exit probe (scoped to
// this session's own node). Read before `capture_virtual_output` consumes `vout`.
let node_id = vout.node_id;
// The backend reports the refresh it actually achieved in `preferred_mode.2` (KWin may cap a // The backend reports the refresh it actually achieved in `preferred_mode.2` (KWin may cap a
// virtual output at 60 Hz if the custom-mode install was rejected). Pace the encoder + frame // virtual output at 60 Hz if the custom-mode install was rejected). Pace the encoder + frame
// clock to that, not the requested rate, so we don't emit phantom duplicate frames over a // clock to that, not the requested rate, so we don't emit phantom duplicate frames over a
@@ -3733,7 +3941,17 @@ fn build_pipeline(
crate::capture::capture_virtual_output(vout, plan.output_format(), plan.capture) crate::capture::capture_virtual_output(vout, plan.output_format(), plan.capture)
.context("capture virtual output")?; .context("capture virtual output")?;
capturer.set_active(true); capturer.set_active(true);
let frame = capturer.next_frame().context("first frame")?; let frame = match capturer.next_frame().context("first frame") {
Ok(f) => f,
Err(e) => {
// A reused kept display was dead — invalidate it so the next attempt creates fresh (A2).
#[cfg(target_os = "linux")]
if let Some(g) = reused_gen {
crate::vdisplay::registry::mark_failed(g);
}
return Err(e);
}
};
// `bit_depth` is the handshake-negotiated value (8, or 10 = HEVC Main10 when the client // `bit_depth` is the handshake-negotiated value (8, or 10 = HEVC Main10 when the client
// advertised VIDEO_CAP_10BIT and the host opted in). Threaded down from the Welcome. // advertised VIDEO_CAP_10BIT and the host opted in). Threaded down from the Welcome.
let enc = crate::encode::open_video( let enc = crate::encode::open_video(
@@ -3760,7 +3978,7 @@ fn build_pipeline(
); );
} }
let interval = std::time::Duration::from_secs_f64(1.0 / effective_hz.max(1) as f64); let interval = std::time::Duration::from_secs_f64(1.0 / effective_hz.max(1) as f64);
Ok((capturer, enc, frame, interval)) Ok((capturer, enc, frame, interval, node_id))
} }
#[cfg(test)] #[cfg(test)]
+272 -16
View File
@@ -21,6 +21,29 @@ pub use punktfunk_core::Mode;
#[cfg(target_os = "linux")] #[cfg(target_os = "linux")]
use std::os::fd::OwnedFd; use std::os::fd::OwnedFd;
/// Who owns a [`VirtualOutput`]'s lifecycle — the honest declaration that lets the registry
/// (`design/gamemode-and-dedicated-sessions.md` Part A1) pool **only what it owns** instead of
/// keeping outputs whose real lifecycle lives elsewhere (the gamescope managed/attach paths, which
/// are governed by the gamescope module's own session machinery). Extends the CLAUDE.md invariant
/// "the registry owns display lifecycle" with its converse: what the registry does not own, it must
/// not pretend to keep.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub enum DisplayOwnership {
/// The registry owns the lifecycle: it may pool, linger, pin, and tear this display down (KWin,
/// Mutter, wlroots, gamescope **bare spawn**, and the Windows manager-delegated monitor). The
/// default — a backend that says nothing is registry-owned.
#[default]
Owned,
/// Someone else's display, merely mirrored: no keep-alive, no topology, no reuse (gamescope
/// **attach** to a foreign session). Codifies the design-doc §7 "attach = unmanaged pass-through"
/// row.
External,
/// A box-level session the gamescope module manages (the managed `gamescope-session-plus` /
/// SteamOS takeover). Passed through by the registry (its restore lifecycle is the gamescope
/// module's until Part A3 hands the registry a real keepalive + restore duty).
SessionManaged,
}
/// A created virtual output: a PipeWire source to capture, plus an owned keepalive whose drop /// A created virtual output: a PipeWire source to capture, plus an owned keepalive whose drop
/// tears the output down (releases the compositor-side resource). /// tears the output down (releases the compositor-side resource).
/// ///
@@ -44,6 +67,41 @@ pub struct VirtualOutput {
pub win_capture: Option<crate::capture::dxgi::WinCaptureTarget>, pub win_capture: Option<crate::capture::dxgi::WinCaptureTarget>,
/// Keeps the output — and whatever connection/thread backs it — alive; dropped on teardown. /// Keeps the output — and whatever connection/thread backs it — alive; dropped on teardown.
pub keepalive: Box<dyn Send>, pub keepalive: Box<dyn Send>,
/// Who owns this display's lifecycle (`design/gamemode-and-dedicated-sessions.md` A1). The
/// registry pools/keep-alives only [`DisplayOwnership::Owned`] outputs; `External`/`SessionManaged`
/// pass through (the capturer holds the keepalive, teardown on drop). Defaults to `Owned`.
pub ownership: DisplayOwnership,
/// `Some(gen)` when [`registry::acquire`](crate::vdisplay::registry::acquire) handed this back as a
/// **reused** kept display (`design/gamemode-and-dedicated-sessions.md` A2), so the pipeline builder
/// can [`registry::mark_failed(gen)`](crate::vdisplay::registry::mark_failed) if the first frame
/// fails on it — tearing the corpse down so the retry loop's next acquire creates fresh instead of
/// re-wedging on the same dead node. `None` on a fresh create / non-poolable output. Linux-only (the
/// keep-alive pool is Linux).
#[cfg(target_os = "linux")]
pub reused_gen: Option<u64>,
}
impl VirtualOutput {
/// A registry-[owned](DisplayOwnership::Owned) output — the common case (KWin/Mutter/wlroots,
/// gamescope bare-spawn, Windows). Fills `ownership: Owned`; the caller sets the platform fields.
pub fn owned(
node_id: u32,
preferred_mode: Option<(u32, u32, u32)>,
keepalive: Box<dyn Send>,
) -> VirtualOutput {
VirtualOutput {
node_id,
#[cfg(target_os = "linux")]
remote_fd: None,
preferred_mode,
#[cfg(target_os = "windows")]
win_capture: None,
keepalive,
ownership: DisplayOwnership::Owned,
#[cfg(target_os = "linux")]
reused_gen: None,
}
}
} }
/// Pluggable virtual-output creation, per compositor. /// Pluggable virtual-output creation, per compositor.
@@ -101,6 +159,110 @@ pub trait VirtualDisplay: Send {
/// runtime by output name (first-slot-wins + a group-aware disable filter), and single-display /// runtime by output name (first-slot-wins + a group-aware disable filter), and single-display
/// backends never have a sibling. /// backends never have a sibling.
fn set_first_in_group(&mut self, _first: bool) {} fn set_first_in_group(&mut self, _first: bool) {}
/// Will a [`create`](Self::create) for the CURRENT request produce a registry-poolable
/// ([`DisplayOwnership::Owned`], keep-alive-able) display? The registry consults this **before**
/// its keep-alive reuse lookup, so it never hands a kept display of one flavor to a request of
/// another — specifically a gamescope managed/attach acquire must not reuse a kept **bare-spawn**
/// (they share the backend name `"gamescope"`). Default `true`; only gamescope overrides it,
/// returning `false` when the env selects attach/managed (consistent with the `ownership` its
/// `create` will report). See `design/gamemode-and-dedicated-sessions.md` A1.
fn poolable_now(&self) -> bool {
true
}
/// The resolved launch command carried on this backend instance (set via
/// [`set_launch_command`](Self::set_launch_command)). The registry reads it to key keep-alive reuse
/// on `(backend, mode, launch)` (`design/gamemode-and-dedicated-sessions.md` A2) — a kept display
/// running game A must never be handed to a session that asked to launch game B. Default `None`
/// (backends that never nest a command); only gamescope reports its `cmd`.
fn launch_command(&self) -> Option<String> {
None
}
/// Is the kept display's `node_id` still live, checked **before** the registry REUSES it on a
/// reconnect (`design/gamemode-and-dedicated-sessions.md` A2)? A `false` tells the registry to tear
/// the dead entry down and create fresh instead of handing back a corpse (which would then fail
/// capture and burn a retry). Default `true` (honest optimism — the [`mark_failed`] path is the
/// backstop for a display that dies between this check and first frame). Only gamescope overrides
/// it (its nested session dies when the game exits, independently of any compositor); KWin/Mutter
/// nodes die only with their compositor, which the session-epoch invalidation (A4) already reaps.
///
/// [`mark_failed`]: crate::vdisplay::registry::mark_failed
fn kept_display_alive(&mut self, _node_id: u32) -> bool {
true
}
}
/// The **session epoch** — bumped whenever session detection observes a different compositor
/// *instance*: an [`ActiveKind`] change, **or** a new compositor PID for the same kind (the
/// Desktop→Game→Desktop bounce that brings up a fresh KWin/gamescope with an unrelated node-id space).
/// Pooled displays stamp the epoch at creation; the registry only reuses an entry whose epoch still
/// matches, and its linger timer reaps entries from dead epochs — so a switch can never hand back a
/// node id that now means nothing (`design/gamemode-and-dedicated-sessions.md` A4).
static SESSION_EPOCH: std::sync::atomic::AtomicU64 = std::sync::atomic::AtomicU64::new(1);
/// The current [session epoch](SESSION_EPOCH). Read by the registry at acquire (to stamp new entries
/// and gate reuse) and by its linger timer (to reap dead-epoch zombies).
pub fn session_epoch() -> u64 {
SESSION_EPOCH.load(std::sync::atomic::Ordering::Relaxed)
}
/// Bump the [session epoch](SESSION_EPOCH) — call when session detection sees a new compositor
/// instance (kind change, or same-kind new PID). Returns the new value.
pub fn bump_session_epoch() -> u64 {
SESSION_EPOCH.fetch_add(1, std::sync::atomic::Ordering::Relaxed) + 1
}
/// The last-observed compositor instance `(kind, pid)`, so [`observe_session_instance`] can tell a
/// genuine instance change from a stable re-detect.
static LAST_INSTANCE: std::sync::Mutex<Option<(ActiveKind, Option<u32>)>> =
std::sync::Mutex::new(None);
/// Observe the freshly-[detected](detect_active_session) live session and, if the compositor
/// *instance* changed since the last observation — a different [`ActiveKind`], **or** the same kind
/// with a new PID (a compositor restart / Desktop→Game→Desktop bounce) — bump the [session
/// epoch](SESSION_EPOCH) and [invalidate](registry::invalidate_backend) the previous backend's kept
/// displays, so a reconnect can never reuse a node id from the dead instance (A4). Idempotent per
/// instance; the first observation just records the baseline. Cheap on the steady state (one mutex
/// read); the registry lock is taken only on an actual change. Call from every site that detects the
/// session (the per-connect resolve, the mid-stream watcher, the capture-loss re-detect).
pub fn observe_session_instance(active: &ActiveSession) {
let cur = (active.kind, active.compositor_pid);
let mut last = LAST_INSTANCE.lock().unwrap_or_else(|e| e.into_inner());
if let Some(prev) = *last {
// Only a **desktop** compositor (KWin / Mutter / wlroots) instance change bumps the epoch +
// invalidates its kept displays — its PipeWire node dies with the compositor. A **gamescope**
// session (`ActiveKind::Gaming`) is NOT the epoch's subject: the box's game-mode / managed
// gamescope isn't pooled, and dedicated **spawns** are independent nested sessions whose nodes
// outlive any active-session change. So a game-mode gamescope restart, a Gaming↔Gaming winning-PID
// flap (e.g. B1 stopping the autologin before a dedicated spawn), or a coexisting-gamescope set
// change must NOT bump/invalidate — that would tear down a live/kept dedicated session (review
// findings #6/#7/#10). Gate the whole action on a desktop kind being involved.
if prev != cur && (is_desktop_kind(prev.0) || is_desktop_kind(cur.0)) {
// Invalidate only the OLD backend, and only if it was a desktop compositor (never gamescope).
if is_desktop_kind(prev.0) {
if let Some(old) = compositor_for_kind(prev.0) {
registry::invalidate_backend(old.id());
}
}
let epoch = bump_session_epoch();
tracing::info!(
from = ?prev.0,
to = ?cur.0,
epoch,
"desktop compositor instance changed — session epoch bumped"
);
}
}
*last = Some(cur);
}
/// Is `kind` a **desktop** compositor (KWin / Mutter / wlroots) — one whose kept PipeWire outputs die
/// with the compositor instance, so the session epoch tracks it? `Gaming` (gamescope) and `None` are
/// not (gamescope spawns are independent nested sessions — see [`observe_session_instance`]).
fn is_desktop_kind(kind: ActiveKind) -> bool {
matches!(
kind,
ActiveKind::DesktopKde | ActiveKind::DesktopGnome | ActiveKind::DesktopWlroots
)
} }
/// Compositors punktfunk knows how to drive (plan §6). /// Compositors punktfunk knows how to drive (plan §6).
@@ -241,6 +403,10 @@ pub struct SessionEnv {
pub struct ActiveSession { pub struct ActiveSession {
pub kind: ActiveKind, pub kind: ActiveKind,
pub env: SessionEnv, pub env: SessionEnv,
/// PID of the winning compositor process (`None` when nothing live). The session watcher compares
/// it across polls so a **same-kind** compositor restart (Desktop→Game→Desktop) bumps the session
/// epoch — a fresh instance's node-id space is unrelated to the old one's (A4).
pub compositor_pid: Option<u32>,
} }
impl ActiveSession { impl ActiveSession {
@@ -253,6 +419,7 @@ impl ActiveSession {
dbus_session_bus_address: default_bus(&default_runtime_dir()), dbus_session_bus_address: default_bus(&default_runtime_dir()),
..Default::default() ..Default::default()
}, },
compositor_pid: None,
} }
} }
} }
@@ -304,6 +471,9 @@ pub fn detect_active_session() -> ActiveSession {
// `pkill -x` discipline (exact, ≤15 chars so untruncated). // `pkill -x` discipline (exact, ≤15 chars so untruncated).
let mut kind = ActiveKind::None; let mut kind = ActiveKind::None;
let mut best = 0u8; let mut best = 0u8;
// The winning compositor's PID — kept so a same-kind compositor RESTART (a new PID) bumps the
// session epoch (A4), not just a kind change.
let mut winning_pid: Option<u32> = None;
if let Ok(entries) = std::fs::read_dir("/proc") { if let Ok(entries) = std::fs::read_dir("/proc") {
for e in entries.flatten() { for e in entries.flatten() {
let name = e.file_name(); let name = e.file_name();
@@ -328,9 +498,22 @@ pub fn detect_active_session() -> ActiveSession {
"sway" | "Hyprland" | "hyprland" | "river" => (ActiveKind::DesktopWlroots, 4), "sway" | "Hyprland" | "hyprland" | "river" => (ActiveKind::DesktopWlroots, 4),
_ => continue, _ => continue,
}; };
let pid = name.parse::<u32>().ok();
if prio > best { if prio > best {
best = prio; best = prio;
kind = k; kind = k;
winning_pid = pid;
} else if prio == best {
// Deterministic tie-break among same-top-priority processes: keep the LOWEST pid, so a
// duplicate same-kind compositor (two `kwin_wayland`) can't make `winning_pid` flap with
// `/proc` enumeration order — which `observe_session_instance` would misread as a
// compositor restart and tear a live display down (re-review low-severity note).
if let (Some(p), Some(w)) = (pid, winning_pid) {
if p < w {
kind = k;
winning_pid = Some(p);
}
}
} }
} }
} }
@@ -358,6 +541,7 @@ pub fn detect_active_session() -> ActiveSession {
dbus_session_bus_address: dbus, dbus_session_bus_address: dbus,
xdg_current_desktop, xdg_current_desktop,
}, },
compositor_pid: winning_pid,
} }
} }
@@ -435,11 +619,6 @@ pub fn apply_session_env(active: &ActiveSession) {
if let Some(d) = &e.xdg_current_desktop { if let Some(d) = &e.xdg_current_desktop {
std::env::set_var("XDG_CURRENT_DESKTOP", d); std::env::set_var("XDG_CURRENT_DESKTOP", d);
} }
// Mutter on NVIDIA has no working dmabuf capture sync — force SHM there; the KWin/gamescope
// tiled/LINEAR paths keep zero-copy.
if active.kind == ActiveKind::DesktopGnome {
std::env::set_var("PUNKTFUNK_FORCE_SHM", "1");
}
// Topology (Stage 2): the per-compositor backends (KWin/Mutter) now read // Topology (Stage 2): the per-compositor backends (KWin/Mutter) now read
// [`effective_topology`] directly at create time — the console policy, else the legacy // [`effective_topology`] directly at create time — the console policy, else the legacy
// `PUNKTFUNK_{KWIN,MUTTER}_VIRTUAL_PRIMARY` env, else the Auto default (exclusive on the // `PUNKTFUNK_{KWIN,MUTTER}_VIRTUAL_PRIMARY` env, else the Auto default (exclusive on the
@@ -518,6 +697,7 @@ pub enum GamescopeMode {
/// default is a per-session bare spawn — the path that nests the client's launch command. /// default is a per-session bare spawn — the path that nests the client's launch command.
#[cfg(target_os = "linux")] #[cfg(target_os = "linux")]
fn pick_gamescope_mode( fn pick_gamescope_mode(
dedicated_launch: bool,
force_managed: bool, force_managed: bool,
attach_env: bool, attach_env: bool,
node_env: bool, node_env: bool,
@@ -529,6 +709,11 @@ fn pick_gamescope_mode(
GamescopeMode::Managed GamescopeMode::Managed
} else if attach_env || node_env { } else if attach_env || node_env {
GamescopeMode::Attach GamescopeMode::Attach
} else if dedicated_launch {
// A dedicated game session always spawns its own headless gamescope at the client's mode,
// nesting just the game — outranking managed-infra / foreign-attach, but not the explicit
// operator MANAGED/ATTACH/NODE overrides above (debug/CI). (design/gamemode-and-dedicated-sessions.md §5.3)
GamescopeMode::Spawn
} else if session_env || managed_infra { } else if session_env || managed_infra {
GamescopeMode::Managed GamescopeMode::Managed
} else if foreign_gamescope { } else if foreign_gamescope {
@@ -548,7 +733,7 @@ fn pick_gamescope_mode(
/// nesting the session's launch command — the plain-distro default). `PUNKTFUNK_GAMESCOPE_MANAGED` /// nesting the session's launch command — the plain-distro default). `PUNKTFUNK_GAMESCOPE_MANAGED`
/// forces managed over all of it. /// forces managed over all of it.
#[cfg(target_os = "linux")] #[cfg(target_os = "linux")]
pub fn apply_input_env(chosen: Compositor) { pub fn apply_input_env(chosen: Compositor, dedicated_launch: bool) {
let _env_guard = ENV_LOCK.lock().unwrap_or_else(|e| e.into_inner()); let _env_guard = ENV_LOCK.lock().unwrap_or_else(|e| e.into_inner());
let backend = match chosen { let backend = match chosen {
Compositor::Gamescope => "gamescope", Compositor::Gamescope => "gamescope",
@@ -562,6 +747,7 @@ pub fn apply_input_env(chosen: Compositor) {
std::env::set_var("PUNKTFUNK_INPUT_BACKEND", backend); std::env::set_var("PUNKTFUNK_INPUT_BACKEND", backend);
if chosen == Compositor::Gamescope { if chosen == Compositor::Gamescope {
let mode = pick_gamescope_mode( let mode = pick_gamescope_mode(
dedicated_launch,
std::env::var_os("PUNKTFUNK_GAMESCOPE_MANAGED").is_some(), std::env::var_os("PUNKTFUNK_GAMESCOPE_MANAGED").is_some(),
std::env::var_os("PUNKTFUNK_GAMESCOPE_ATTACH").is_some(), std::env::var_os("PUNKTFUNK_GAMESCOPE_ATTACH").is_some(),
std::env::var_os("PUNKTFUNK_GAMESCOPE_NODE").is_some(), std::env::var_os("PUNKTFUNK_GAMESCOPE_NODE").is_some(),
@@ -593,7 +779,34 @@ pub fn apply_input_env(chosen: Compositor) {
} }
} }
#[cfg(not(target_os = "linux"))] #[cfg(not(target_os = "linux"))]
pub fn apply_input_env(_chosen: Compositor) {} pub fn apply_input_env(_chosen: Compositor, _dedicated_launch: bool) {}
/// Should a game-launching session get a **dedicated** headless gamescope (`game_session=dedicated`
/// policy, `design/gamemode-and-dedicated-sessions.md` B0)? True only when the session carries a
/// launch, the policy selects `dedicated`, AND gamescope is actually available (else it degrades to
/// `auto` honestly). Computed at the handshake and threaded into [`apply_input_env`] /
/// [`resolve_compositor`] as a value (no new env knob — the `ENV_LOCK` discipline).
pub fn wants_dedicated_game_session(has_launch: bool) -> bool {
use policy::GameSession;
if !has_launch || policy::prefs().game_session() != GameSession::Dedicated {
return false;
}
#[cfg(target_os = "linux")]
{
if gamescope::is_available() {
true
} else {
tracing::info!(
"game_session=dedicated but gamescope is unavailable — falling back to auto routing"
);
false
}
}
#[cfg(not(target_os = "linux"))]
{
false // Windows: a launching session opens into the one desktop (no gamescope)
}
}
/// Will `vd.create` on this backend NEST the session's launch command itself (gamescope's bare /// Will `vd.create` on this backend NEST the session's launch command itself (gamescope's bare
/// spawn runs it inside the new gamescope)? When true the session must NOT also spawn the command /// spawn runs it inside the new gamescope)? When true the session must NOT also spawn the command
@@ -616,6 +829,27 @@ pub fn launch_into_gamescope_session(cmd: &str) -> Result<std::process::Child> {
gamescope::launch_into_session(cmd) gamescope::launch_into_session(cmd)
} }
/// B2: has a **dedicated** gamescope game session's game exited (its `node_id` doesn't reappear within a
/// short window after capture loss)? The dedicated-spawn session ends cleanly on `true` instead of the
/// capture-loss rebuild. Scoped to the session's OWN node so a coexisting gamescope doesn't mask the
/// exit (review #4/#8). Always `false` off Linux.
#[cfg(target_os = "linux")]
pub fn dedicated_game_exited(node_id: u32) -> bool {
gamescope::game_session_exited(node_id)
}
#[cfg(not(target_os = "linux"))]
pub fn dedicated_game_exited(_node_id: u32) -> bool {
false
}
/// Cancel any pending TV-session restore because a client (re)connected (review #3). No-op off Linux.
#[cfg(target_os = "linux")]
pub fn cancel_pending_tv_restore() {
gamescope::cancel_pending_restore();
}
#[cfg(not(target_os = "linux"))]
pub fn cancel_pending_tv_restore() {}
/// Detect the compositor to drive: explicit `PUNKTFUNK_COMPOSITOR` override (legacy / CI / forcing /// Detect the compositor to drive: explicit `PUNKTFUNK_COMPOSITOR` override (legacy / CI / forcing
/// a backend for a test), else the **live session** ([`detect_active_session`] — so a Bazzite box /// a backend for a test), else the **live session** ([`detect_active_session`] — so a Bazzite box
/// follows Gaming↔Desktop switches), else a last-resort `XDG_CURRENT_DESKTOP` read. /// follows Gaming↔Desktop switches), else a last-resort `XDG_CURRENT_DESKTOP` read.
@@ -750,6 +984,16 @@ pub fn start_restore_worker() -> std::sync::Arc<()> {
std::sync::Arc::new(()) std::sync::Arc::new(())
} }
/// Recover a stranded TV takeover from a crashed previous host instance
/// (`design/gamemode-and-dedicated-sessions.md` A3). Call once at `serve` startup, alongside
/// [`start_restore_worker`]. No-op when no takeover was persisted (a clean start).
#[cfg(target_os = "linux")]
pub fn restore_takeover_on_startup() {
gamescope::restore_takeover_on_startup();
}
#[cfg(not(target_os = "linux"))]
pub fn restore_takeover_on_startup() {}
// The user-configurable management policy (keep-alive / topology / conflict / identity / layout), // The user-configurable management policy (keep-alive / topology / conflict / identity / layout),
// layered above the per-compositor backends — platform-neutral (the mgmt API + both host paths read // layered above the per-compositor backends — platform-neutral (the mgmt API + both host paths read
// it), so no cfg gate. See `design/display-management.md`. // it), so no cfg gate. See `design/display-management.md`.
@@ -878,21 +1122,33 @@ mod tests {
fn gamescope_mode_ladder() { fn gamescope_mode_ladder() {
use GamescopeMode::*; use GamescopeMode::*;
let pick = pick_gamescope_mode; let pick = pick_gamescope_mode;
// (force_managed, attach_env, node_env, session_env, managed_infra, foreign_gamescope) // (dedicated_launch, force_managed, attach_env, node_env, session_env, managed_infra, foreign_gamescope)
// Plain distro, nothing running: bare spawn — the path that nests the launch command. // Plain distro, nothing running: bare spawn — the path that nests the launch command.
assert_eq!(pick(false, false, false, false, false, false), Spawn); assert_eq!(pick(false, false, false, false, false, false, false), Spawn);
// Bazzite/SteamOS (session infra present): managed, as validated live. // Bazzite/SteamOS (session infra present): managed, as validated live.
assert_eq!(pick(false, false, false, false, true, false), Managed); assert_eq!(
assert_eq!(pick(false, false, false, false, true, true), Managed); pick(false, false, false, false, false, true, false),
Managed
);
assert_eq!(pick(false, false, false, false, false, true, true), Managed);
// Foreign gamescope on an infra-less box: attach and mirror it. // Foreign gamescope on an infra-less box: attach and mirror it.
assert_eq!(pick(false, false, false, false, false, true), Attach); assert_eq!(pick(false, false, false, false, false, false, true), Attach);
// Operator-set PUNKTFUNK_GAMESCOPE_SESSION keeps managed even without detected infra. // Operator-set PUNKTFUNK_GAMESCOPE_SESSION keeps managed even without detected infra.
assert_eq!(pick(false, false, false, true, false, false), Managed); assert_eq!(
pick(false, false, false, false, true, false, false),
Managed
);
// Explicit attach/node wins over infra… // Explicit attach/node wins over infra…
assert_eq!(pick(false, true, false, false, true, false), Attach); assert_eq!(pick(false, false, true, false, false, true, false), Attach);
assert_eq!(pick(false, false, true, true, true, false), Attach); assert_eq!(pick(false, false, false, true, true, true, false), Attach);
// …and force-managed wins over everything. // …and force-managed wins over everything.
assert_eq!(pick(true, true, true, false, false, false), Managed); assert_eq!(pick(false, true, true, true, false, false, false), Managed);
// A dedicated launch forces Spawn, outranking managed-infra + foreign-attach…
assert_eq!(pick(true, false, false, false, false, true, true), Spawn);
// …but the explicit operator overrides still win over dedicated.
assert_eq!(pick(true, true, false, false, false, true, false), Managed);
assert_eq!(pick(true, false, true, false, false, false, false), Attach);
assert_eq!(pick(true, false, false, true, false, false, false), Attach);
} }
#[test] #[test]
@@ -14,7 +14,7 @@
//! Input uses gamescope's own libei/EIS socket (`LIBEI_SOCKET`), relayed to the libei backend (see //! Input uses gamescope's own libei/EIS socket (`LIBEI_SOCKET`), relayed to the libei backend (see
//! `inject/libei.rs`) — wired and live-validated. //! `inject/libei.rs`) — wired and live-validated.
use super::{Mode, VirtualDisplay, VirtualOutput}; use super::{DisplayOwnership, Mode, VirtualDisplay, VirtualOutput};
use anyhow::{anyhow, bail, Context, Result}; use anyhow::{anyhow, bail, Context, Result};
use std::process::{Child, Command, Stdio}; use std::process::{Child, Command, Stdio};
use std::time::{Duration, Instant}; use std::time::{Duration, Instant};
@@ -62,6 +62,18 @@ static PENDING_RESTORE: std::sync::Mutex<Option<Instant>> = std::sync::Mutex::ne
/// instead of triggering a stop/relaunch. /// instead of triggering a stop/relaunch.
const RESTORE_DEBOUNCE: Duration = Duration::from_secs(5); const RESTORE_DEBOUNCE: Duration = Duration::from_secs(5);
/// Per-spawn instance counter (A5): each bare-spawn gets a unique id addressing its own log so two
/// coexisting gamescopes (a kept lingering spawn + a fresh one) never parse each other's node id.
static SPAWN_SEQ: std::sync::atomic::AtomicU64 = std::sync::atomic::AtomicU64::new(1);
/// This spawn instance's log path, under `$XDG_RUNTIME_DIR` (per-user, tmpfs; falls back to `/tmp`
/// only if unset). Replaces the shared `/tmp/punktfunk-gamescope.log` so concurrent spawns don't
/// clobber each other's `stream available on node ID:` line.
fn spawn_log_path(inst: u64) -> std::path::PathBuf {
let base = std::env::var("XDG_RUNTIME_DIR").unwrap_or_else(|_| "/tmp".to_string());
std::path::Path::new(&base).join(format!("punktfunk-gamescope-{inst}.log"))
}
/// systemd --user transient unit name for the host-managed gamescope-session-plus session. /// systemd --user transient unit name for the host-managed gamescope-session-plus session.
const SESSION_UNIT: &str = "punktfunk-gamescope"; const SESSION_UNIT: &str = "punktfunk-gamescope";
/// The gamescope-session-plus launcher script (Bazzite / SteamOS-like hosts). /// The gamescope-session-plus launcher script (Bazzite / SteamOS-like hosts).
@@ -82,6 +94,80 @@ const STEAMOS_SESSION_TARGET: &str = "gamescope-session.target";
/// restart the physical session. /// restart the physical session.
static STEAMOS_TOOK_OVER: std::sync::Mutex<bool> = std::sync::Mutex::new(false); static STEAMOS_TOOK_OVER: std::sync::Mutex<bool> = std::sync::Mutex::new(false);
/// Persisted takeover state (`design/gamemode-and-dedicated-sessions.md` A3): the takeover mechanics
/// ([`STOPPED_AUTOLOGIN`] / [`STEAMOS_TOOK_OVER`]) are process memory, so a host **crash** mid-stream
/// would strand the box out of gaming mode with no restore. Mirroring the statics to a file lets
/// [`restore_takeover_on_startup`] put the TV back after a restart.
#[derive(serde::Serialize, serde::Deserialize, Default)]
struct TakeoverState {
/// Autologin `gamescope-session-plus@*.service` units we stopped (to restart on restore).
stopped_autologin: Vec<String>,
/// Whether we took over SteamOS's `gamescope-session.target` (restore = remove drop-in + restart).
steamos: bool,
}
/// Path of the persisted [`TakeoverState`], under `$XDG_RUNTIME_DIR` (per-user, 0700, tmpfs — cleared
/// on reboot, which is correct: a reboot restarts the autologin itself).
fn takeover_state_path() -> std::path::PathBuf {
let base = std::env::var("XDG_RUNTIME_DIR").unwrap_or_else(|_| "/tmp".to_string());
std::path::Path::new(&base).join("punktfunk-session-takeover.json")
}
/// Persist the current takeover mechanics so a host crash doesn't strand the box out of gaming mode.
/// Best-effort (a write failure just loses crash-restore, not correctness).
fn persist_takeover() {
let state = TakeoverState {
stopped_autologin: STOPPED_AUTOLOGIN
.lock()
.unwrap_or_else(|e| e.into_inner())
.clone(),
steamos: *STEAMOS_TOOK_OVER.lock().unwrap_or_else(|e| e.into_inner()),
};
if state.stopped_autologin.is_empty() && !state.steamos {
clear_takeover();
return;
}
if let Ok(bytes) = serde_json::to_vec(&state) {
let _ = std::fs::write(takeover_state_path(), bytes);
}
}
/// Remove the persisted takeover file (after a completed restore, or when there's nothing to restore).
fn clear_takeover() {
let _ = std::fs::remove_file(takeover_state_path());
}
/// On host startup, restore the TV's gaming session if a previous host instance took it over and
/// crashed before restoring (`design/gamemode-and-dedicated-sessions.md` A3). Loads the persisted
/// [`TakeoverState`] into the statics and schedules a restore after a short reconnect grace (so a
/// client reconnecting right after the restart keeps the streamed session instead of bouncing the
/// box back to gaming mode). No-op when no takeover file exists (a clean start). Call once from
/// `serve` alongside [`start_restore_worker`].
pub fn restore_takeover_on_startup() {
let Ok(bytes) = std::fs::read(takeover_state_path()) else {
return; // no takeover file — clean start
};
let Ok(state) = serde_json::from_slice::<TakeoverState>(&bytes) else {
clear_takeover();
return;
};
if state.stopped_autologin.is_empty() && !state.steamos {
clear_takeover();
return;
}
tracing::warn!(
units = ?state.stopped_autologin,
steamos = state.steamos,
"gamescope: found a stranded takeover from a previous host instance — scheduling TV restore"
);
*STOPPED_AUTOLOGIN.lock().unwrap_or_else(|e| e.into_inner()) = state.stopped_autologin;
*STEAMOS_TOOK_OVER.lock().unwrap_or_else(|e| e.into_inner()) = state.steamos;
// A generous grace so a client reconnecting right after the restart cancels it (create_managed_session
// clears PENDING_RESTORE) and keeps the streamed session rather than bouncing to gaming mode.
*PENDING_RESTORE.lock().unwrap_or_else(|e| e.into_inner()) =
Some(Instant::now() + Duration::from_secs(15));
}
impl GamescopeDisplay { impl GamescopeDisplay {
pub fn new() -> Result<Self> { pub fn new() -> Result<Self> {
Ok(GamescopeDisplay::default()) Ok(GamescopeDisplay::default())
@@ -97,6 +183,32 @@ impl VirtualDisplay for GamescopeDisplay {
self.cmd = cmd; self.cmd = cmd;
} }
fn poolable_now(&self) -> bool {
// Only a bare SPAWN is registry-poolable (its `create` reports `Owned`); managed
// (`PUNKTFUNK_GAMESCOPE_SESSION`) and attach (`PUNKTFUNK_GAMESCOPE_NODE`) report
// `SessionManaged`/`External`, so the registry must not reuse a kept spawn for them (same
// backend name). Mirrors [`crate::vdisplay::launch_is_nested`]; read under the env lock the
// sub-mode ladder writes these keys under.
crate::vdisplay::with_env_lock(|| {
std::env::var_os("PUNKTFUNK_GAMESCOPE_SESSION").is_none()
&& std::env::var_os("PUNKTFUNK_GAMESCOPE_NODE").is_none()
})
}
fn launch_command(&self) -> Option<String> {
// The registry keys keep-alive reuse on (backend, mode, launch): a kept bare-spawn running
// game A must never be reused for a session launching game B (A2).
self.cmd.clone()
}
fn kept_display_alive(&mut self, node_id: u32) -> bool {
// The nested gamescope dies when its game exits (independently of any compositor), leaving a
// dead pooled node. Before the registry reuses that node on a reconnect, confirm it still
// exists on the daemon; a `false` makes the registry recreate instead of handing back a corpse
// (which would then burn a ~10 s first-frame retry before `mark_failed` recovered it).
gamescope_node_present(node_id)
}
fn create(&mut self, mode: Mode) -> Result<VirtualOutput> { fn create(&mut self, mode: Mode) -> Result<VirtualOutput> {
// Host-managed gamescope-session-plus at the CLIENT's mode (the Bazzite path): launch the // Host-managed gamescope-session-plus at the CLIENT's mode (the Bazzite path): launch the
// full Steam-Deck-UI session headless at the client's resolution + refresh — so games SEE // full Steam-Deck-UI session headless at the client's resolution + refresh — so games SEE
@@ -121,26 +233,51 @@ impl VirtualDisplay for GamescopeDisplay {
}; };
point_injector_at_eis(); point_injector_at_eis();
tracing::info!(node_id, "gamescope: attaching to existing PipeWire node"); tracing::info!(node_id, "gamescope: attaching to existing PipeWire node");
// ATTACH = mirror a foreign gamescope we don't own → External (no keep-alive/reuse).
return Ok(VirtualOutput { return Ok(VirtualOutput {
node_id, node_id,
remote_fd: None, remote_fd: None,
preferred_mode: Some((mode.width, mode.height, mode.refresh_hz)), preferred_mode: Some((mode.width, mode.height, mode.refresh_hz)),
keepalive: Box::new(()), keepalive: Box::new(()),
ownership: DisplayOwnership::External,
reused_gen: None,
}); });
} }
check_gamescope_version(); // diagnostic only — warns on known-deadlock-prone versions check_gamescope_version(); // diagnostic only — warns on known-deadlock-prone versions
let proc = GamescopeProc(spawn( // B1: a dedicated STEAM launch needs Steam's single instance free. If the box autologged into
// game mode (Bazzite) its Steam holds the instance, and a nested second Steam would see the
// first and exit (crashing the spawn) — so free the autologin session first. Its restore is the
// A3 takeover machinery (recorded in STOPPED_AUTOLOGIN + persisted; restarted on session end via
// schedule_restore_tv_session). Non-Steam launches don't conflict, so they skip this.
if self.cmd.as_deref().is_some_and(is_steam_launch) {
stop_autologin_sessions();
}
// A5: a per-spawn instance id addresses this spawn's log + node discovery, so two coexisting
// bare-spawns (a kept lingering one + a fresh one) never parse each other's node id from a
// shared log. The nested-command's LIBEI relay stays on the global path (per-instance input
// isolation is `design/gamescope-multiuser.md` scope, not addressed here).
let inst = SPAWN_SEQ.fetch_add(1, std::sync::atomic::Ordering::Relaxed);
let log = spawn_log_path(inst);
let child = spawn(
mode.width, mode.width,
mode.height, mode.height,
mode.refresh_hz.max(1), mode.refresh_hz.max(1),
self.cmd.as_deref(), self.cmd.as_deref(),
)?); &log,
)?;
let child_pid = child.id();
let proc = GamescopeProc {
child,
log: log.clone(),
};
// gamescope creates its PipeWire node a moment after start; poll for it (the proc is held // gamescope creates its PipeWire node a moment after start; poll for it (the proc is held
// alive meanwhile, and killed if we give up). // alive meanwhile, and killed if we give up). Discovery reads THIS spawn's log, and the
let node_id = wait_for_node(Duration::from_secs(15)).ok_or_else(|| { // fallback is scoped to this spawn's process tree.
let node_id = wait_for_node(Duration::from_secs(15), &log, child_pid).ok_or_else(|| {
anyhow!( anyhow!(
"gamescope PipeWire node did not appear within 15s — gamescope may have failed to \ "gamescope PipeWire node did not appear within 15s — gamescope may have failed to \
start or headless capture is unsupported on this GPU/driver (see /tmp/punktfunk-gamescope.log)" start or headless capture is unsupported on this GPU/driver (see {})",
log.display()
) )
})?; })?;
tracing::info!( tracing::info!(
@@ -150,12 +287,12 @@ impl VirtualDisplay for GamescopeDisplay {
hz = mode.refresh_hz, hz = mode.refresh_hz,
"gamescope virtual output ready" "gamescope virtual output ready"
); );
Ok(VirtualOutput { // Bare SPAWN: we own the nested gamescope process → registry-poolable (keep-alive-able).
Ok(VirtualOutput::owned(
node_id, node_id,
remote_fd: None, Some((mode.width, mode.height, mode.refresh_hz)),
preferred_mode: Some((mode.width, mode.height, mode.refresh_hz)), Box::new(proc),
keepalive: Box::new(proc), ))
})
} }
} }
@@ -192,12 +329,7 @@ fn create_managed_session(client: &str, mode: Mode) -> Result<VirtualOutput> {
hz = mode.refresh_hz, hz = mode.refresh_hz,
"gamescope session: reusing the running session (same mode — no Steam restart)" "gamescope session: reusing the running session (same mode — no Steam restart)"
); );
return Ok(VirtualOutput { return Ok(managed_output(node_id, mode));
node_id,
remote_fd: None,
preferred_mode: Some((mode.width, mode.height, mode.refresh_hz)),
keepalive: Box::new(()),
});
} }
tracing::warn!("gamescope session: tracked session has no live node — relaunching"); tracing::warn!("gamescope session: tracked session has no live node — relaunching");
*guard = None; *guard = None;
@@ -218,12 +350,23 @@ fn create_managed_session(client: &str, mode: Mode) -> Result<VirtualOutput> {
hz = mode.refresh_hz, hz = mode.refresh_hz,
"gamescope session: launched gamescope-session-plus at the client's mode" "gamescope session: launched gamescope-session-plus at the client's mode"
); );
Ok(VirtualOutput { Ok(managed_output(node_id, mode))
}
/// The [`VirtualOutput`] for a managed / SteamOS-takeover session: a box-level session whose restore
/// lifecycle is (at Part A1) the gamescope module's own machinery (`schedule_restore_tv_session`), so
/// it is [`DisplayOwnership::SessionManaged`] — the registry passes it through (no pooling), and the
/// capturer's unit keepalive tears nothing down on drop. (Part A3 replaces the unit keepalive with a
/// real `ManagedSessionHandle` and flips this to `Owned`.)
fn managed_output(node_id: u32, mode: Mode) -> VirtualOutput {
VirtualOutput {
node_id, node_id,
remote_fd: None, remote_fd: None,
preferred_mode: Some((mode.width, mode.height, mode.refresh_hz)), preferred_mode: Some((mode.width, mode.height, mode.refresh_hz)),
keepalive: Box::new(()), keepalive: Box::new(()),
}) ownership: DisplayOwnership::SessionManaged,
reused_gen: None,
}
} }
/// SteamOS detection: its session launcher is present and Bazzite's session-plus is NOT (so the /// SteamOS detection: its session launcher is present and Bazzite's session-plus is NOT (so the
@@ -483,12 +626,7 @@ fn create_managed_session_steamos(mode: Mode) -> Result<VirtualOutput> {
hz = mode.refresh_hz, hz = mode.refresh_hz,
"gamescope (SteamOS): reusing the headless session (same mode — no Steam restart)" "gamescope (SteamOS): reusing the headless session (same mode — no Steam restart)"
); );
return Ok(VirtualOutput { return Ok(managed_output(node_id, mode));
node_id,
remote_fd: None,
preferred_mode: Some((mode.width, mode.height, mode.refresh_hz)),
keepalive: Box::new(()),
});
} }
*guard = None; // tracked session lost its node — fall through to a clean restart *guard = None; // tracked session lost its node — fall through to a clean restart
} }
@@ -497,9 +635,11 @@ fn create_managed_session_steamos(mode: Mode) -> Result<VirtualOutput> {
systemctl_user(&["daemon-reload"]); systemctl_user(&["daemon-reload"]);
systemctl_user(&["restart", STEAMOS_SESSION_TARGET]); systemctl_user(&["restart", STEAMOS_SESSION_TARGET]);
*STEAMOS_TOOK_OVER.lock().unwrap_or_else(|e| e.into_inner()) = true; *STEAMOS_TOOK_OVER.lock().unwrap_or_else(|e| e.into_inner()) = true;
persist_takeover(); // A3: survive a host crash mid-stream
// gamescope's node appears within a few seconds of the restart; Steam's first FRAME is slower // gamescope's node appears within a few seconds of the restart; Steam's first FRAME is slower
// (Big Picture cold start) and is awaited by the caller's first-frame retry loop. // (Big Picture cold start) and is awaited by the caller's first-frame retry loop. The managed
let node_id = wait_for_node(Duration::from_secs(30)).ok_or_else(|| { // session logs to journald (not a per-spawn file), so poll `find_gamescope_node` directly.
let node_id = poll_managed_node(Duration::from_secs(30)).ok_or_else(|| {
anyhow!( anyhow!(
"SteamOS headless gamescope node did not appear within 30s after restarting \ "SteamOS headless gamescope node did not appear within 30s after restarting \
{STEAMOS_SESSION_TARGET} check `journalctl --user -u gamescope-session.service`" {STEAMOS_SESSION_TARGET} check `journalctl --user -u gamescope-session.service`"
@@ -518,12 +658,7 @@ fn create_managed_session_steamos(mode: Mode) -> Result<VirtualOutput> {
hz = mode.refresh_hz, hz = mode.refresh_hz,
"gamescope (SteamOS): took over gamescope-session.target headless at the client's mode" "gamescope (SteamOS): took over gamescope-session.target headless at the client's mode"
); );
Ok(VirtualOutput { Ok(managed_output(node_id, mode))
node_id,
remote_fd: None,
preferred_mode: Some((mode.width, mode.height, mode.refresh_hz)),
keepalive: Box::new(()),
})
} }
/// ATTACH at the CLIENT's resolution: ensure the box's own game-mode session is running at `mode`'s /// ATTACH at the CLIENT's resolution: ensure the box's own game-mode session is running at `mode`'s
@@ -670,11 +805,31 @@ fn running_autologin_gamescope_unit() -> Option<String> {
.map(|u| u.to_string()) .map(|u| u.to_string())
} }
/// Tear a gamescope `systemd --user` unit down with **SIGKILL** rather than the default SIGTERM stop
/// (`design/gamemode-and-dedicated-sessions.md` A3 / `session-aware-host-followups.md` #1): the
/// hypothesis — validated as the fix on the F44 repro box `.181` — is that gamescope's SIGTERM
/// teardown handler (the one that SIGSEGVs, exit 139) LEAKS the NVIDIA GPU context, after which every
/// subsequent gamescope fails `vkCreateDevice` with `VK_ERROR_INITIALIZATION_FAILED` (-3) until a
/// reboot. SIGKILL skips that handler so the driver reclaims the context cleanly via normal process
/// exit. Follow with `stop` + `reset-failed` to clear the unit's state so a relaunch is clean.
fn kill_unit(unit: &str) {
let _ = Command::new("systemctl")
.args(["--user", "kill", "--signal=SIGKILL", unit])
.status();
let _ = Command::new("systemctl")
.args(["--user", "stop", unit])
.status();
let _ = Command::new("systemctl")
.args(["--user", "reset-failed", unit])
.status();
}
/// Stop every running autologin gaming-mode session (`gamescope-session-plus@*.service`) so its /// Stop every running autologin gaming-mode session (`gamescope-session-plus@*.service`) so its
/// single-instance Steam is free for our own host-managed session. Records the units so /// single-instance Steam is free for our own host-managed session. Records the units so
/// [`schedule_restore_tv_session`] can restart them on disconnect. Our own session is the transient /// [`schedule_restore_tv_session`] can restart them on disconnect. Our own session is the transient
/// `punktfunk-gamescope` unit (not a `@`-instance), so it's never matched here. No-op when nothing /// `punktfunk-gamescope` unit (not a `@`-instance), so it's never matched here. No-op when nothing
/// is autologged in (e.g. a box that boots headless). /// is autologged in (e.g. a box that boots headless). Uses the **SIGKILL** teardown ([`kill_unit`])
/// to avoid the F44 GPU-context leak that the autologin's SIGTERM stop triggers.
fn stop_autologin_sessions() { fn stop_autologin_sessions() {
let Ok(out) = Command::new("systemctl") let Ok(out) = Command::new("systemctl")
.args([ .args([
@@ -694,12 +849,10 @@ fn stop_autologin_sessions() {
for line in String::from_utf8_lossy(&out.stdout).lines() { for line in String::from_utf8_lossy(&out.stdout).lines() {
if let Some(unit) = line.split_whitespace().next() { if let Some(unit) = line.split_whitespace().next() {
if unit.starts_with("gamescope-session-plus@") && unit.ends_with(".service") { if unit.starts_with("gamescope-session-plus@") && unit.ends_with(".service") {
let _ = Command::new("systemctl") kill_unit(unit); // SIGKILL teardown — avoid the F44 GPU-context leak
.args(["--user", "stop", unit])
.status();
tracing::info!( tracing::info!(
unit, unit,
"freed Steam: stopped the autologin gaming session for this stream" "freed Steam: SIGKILL-stopped the autologin gaming session for this stream"
); );
stopped.push(unit.to_string()); stopped.push(unit.to_string());
} }
@@ -707,15 +860,57 @@ fn stop_autologin_sessions() {
} }
if !stopped.is_empty() { if !stopped.is_empty() {
*STOPPED_AUTOLOGIN.lock().unwrap_or_else(|e| e.into_inner()) = stopped; *STOPPED_AUTOLOGIN.lock().unwrap_or_else(|e| e.into_inner()) = stopped;
persist_takeover(); // A3: survive a host crash mid-stream
} }
} }
/// Client disconnected: **schedule** a debounced restore of the TV's autologin gaming session(s) we /// Cancel any pending TV-session restore — a client has (re)connected, so the box must stay in the
/// stopped on connect — the actual restore fires [`RESTORE_DEBOUNCE`] later (via [`start_restore_worker`]) /// streamed session, not bounce back to gaming mode. This covers the **keep-alive reuse** reconnect
/// unless a client reconnects first, which cancels it and reuses the warm managed session. Debouncing /// path (a kept dedicated / managed gamescope), which never calls `create_managed_session` (where the
/// means at most one gamescope stop/relaunch per quiet period instead of one per disconnect — the /// managed path already clears `PENDING_RESTORE`) — so without this, a dedicated Steam reconnect within
/// per-connect churn is what leaked GPU context on F44. No-op when nothing was stolen (non-Bazzite / /// the linger window would restart the autologin *underneath* the live session (review finding #3).
/// headless box). Idempotent / safe to call on every session end. /// Called from the connect path (native `resolve_compositor`, GameStream `open_gs_virtual_source`).
/// No-op when nothing is pending; the stopped-unit list stays armed for a later real disconnect.
pub fn cancel_pending_restore() {
let mut g = PENDING_RESTORE.lock().unwrap_or_else(|e| e.into_inner());
if g.is_some() {
*g = None;
tracing::info!(
"gamescope: client (re)connected — cancelled the pending TV-session restore"
);
}
}
/// The delay before restoring the TV's autologin session after the last client disconnects — the
/// display-management **keep-alive policy**, replacing the hardcoded [`RESTORE_DEBOUNCE`]
/// (`design/gamemode-and-dedicated-sessions.md` A3). The managed gamescope session is a single
/// box-level singleton (not a registry pool entry — A1), so its keep-alive lives here rather than in
/// the registry, but reads the same policy the pooled backends do:
/// * `off` → restore immediately (0 s);
/// * `duration(s)` → restore after `s`;
/// * `forever` → **`None`**: never auto-restore — the managed session is HELD until host stop or a
/// manual return to gaming mode (the `gaming-rig` "the TV model" story, now truthful on gamescope);
/// * unconfigured → the historical 5 s [`RESTORE_DEBOUNCE`] (bit-for-bit today's behavior).
fn restore_delay() -> Option<Duration> {
use crate::vdisplay::policy::{self, Linger};
match policy::prefs()
.configured_effective()
.map(|e| e.keep_alive.linger())
{
Some(Linger::Immediate) => Some(Duration::from_secs(0)),
Some(Linger::For(d)) => Some(d),
Some(Linger::Forever) => None,
None => Some(RESTORE_DEBOUNCE),
}
}
/// Client disconnected: **schedule** a policy-timed restore of the TV's autologin gaming session(s) we
/// stopped on connect ([`restore_delay`], via [`start_restore_worker`]) — unless a client reconnects
/// first, which cancels it and reuses the warm managed session. Debouncing means at most one gamescope
/// stop/relaunch per quiet period instead of one per disconnect — the per-connect churn is what leaked
/// GPU context on F44. Under `keep_alive=forever` ([`restore_delay`] `None`) NO restore is scheduled:
/// the managed session is pinned (gaming-rig). No-op when nothing was stolen (non-Bazzite / headless
/// box). Idempotent / safe to call on every session end.
pub fn schedule_restore_tv_session() { pub fn schedule_restore_tv_session() {
let nothing_to_restore = STOPPED_AUTOLOGIN let nothing_to_restore = STOPPED_AUTOLOGIN
.lock() .lock()
@@ -725,13 +920,25 @@ pub fn schedule_restore_tv_session() {
if nothing_to_restore { if nothing_to_restore {
return; // nothing was taken over → nothing to restore (also the non-managed path) return; // nothing was taken over → nothing to restore (also the non-managed path)
} }
*PENDING_RESTORE.lock().unwrap_or_else(|e| e.into_inner()) = match restore_delay() {
Some(Instant::now() + RESTORE_DEBOUNCE); None => {
// keep_alive=forever → pin the managed session; leave PENDING_RESTORE unset.
*PENDING_RESTORE.lock().unwrap_or_else(|e| e.into_inner()) = None;
tracing::info!( tracing::info!(
secs = RESTORE_DEBOUNCE.as_secs(), "gamescope: keep-alive=forever — managed session held (no TV-restore scheduled; \
"gamescope: scheduled debounced TV-session restore (cancelled if a client reconnects)" return to gaming mode or restart the host to free it)"
); );
} }
Some(delay) => {
*PENDING_RESTORE.lock().unwrap_or_else(|e| e.into_inner()) =
Some(Instant::now() + delay);
tracing::info!(
secs = delay.as_secs(),
"gamescope: scheduled TV-session restore (keep-alive policy; cancelled on reconnect)"
);
}
}
}
/// Tear down our host-managed session (freeing Steam) and restart the autologin gaming session(s) /// Tear down our host-managed session (freeing Steam) and restart the autologin gaming session(s)
/// we stopped on connect — so the TV returns to gaming mode when no one is streaming. Invoked by /// we stopped on connect — so the TV returns to gaming mode when no one is streaming. Invoked by
@@ -745,6 +952,7 @@ fn do_restore_tv_session() {
let mut took = STEAMOS_TOOK_OVER.lock().unwrap_or_else(|e| e.into_inner()); let mut took = STEAMOS_TOOK_OVER.lock().unwrap_or_else(|e| e.into_inner());
if *took { if *took {
*took = false; *took = false;
clear_takeover(); // A3: takeover undone — drop the persisted crash-restore marker
*MANAGED_SESSION.lock().unwrap_or_else(|e| e.into_inner()) = None; *MANAGED_SESSION.lock().unwrap_or_else(|e| e.into_inner()) = None;
remove_steamos_dropin(); remove_steamos_dropin();
systemctl_user(&["daemon-reload"]); systemctl_user(&["daemon-reload"]);
@@ -770,6 +978,7 @@ fn do_restore_tv_session() {
if units.is_empty() { if units.is_empty() {
return; // nothing was stolen → nothing to restore (also the non-Bazzite path) return; // nothing was stolen → nothing to restore (also the non-Bazzite path)
} }
clear_takeover(); // A3: takeover consumed — drop the persisted crash-restore marker
stop_session(SESSION_UNIT); // our gamescope/Steam session, so Steam is free for the autologin 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; *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 // Only bring the gaming autologin BACK if the box is still meant to be in gaming mode. If the
@@ -923,12 +1132,10 @@ fn launch_session(client: &str, unit_name: &str, mode: Mode) -> Result<u32> {
} }
} }
/// Stop the host-managed session's transient unit (best-effort) and clear the EIS relay so a dead /// Stop the host-managed session's transient unit ([`kill_unit`] — SIGKILL teardown to avoid the F44
/// session's socket name can't be reconnected. /// GPU-context leak) and clear the EIS relay so a dead session's socket name can't be reconnected.
fn stop_session(unit_name: &str) { fn stop_session(unit_name: &str) {
let _ = Command::new("systemctl") kill_unit(unit_name);
.args(["--user", "stop", unit_name])
.status();
let _ = std::fs::remove_file(ei_socket_file()); let _ = std::fs::remove_file(ei_socket_file());
} }
@@ -949,13 +1156,36 @@ pub fn ei_socket_file() -> std::path::PathBuf {
} }
} }
/// Shape a resolved launch command for a bare-spawn gamescope session. A Steam URI launch
/// (`steam steam://rungameid/<id>`, produced by `library::command_for`) gets `-silent` inserted so
/// the game is the gamescope focus with no Steam client window to navigate
/// (`design/gamemode-and-dedicated-sessions.md` §5.3). Operator-typed custom commands and non-Steam
/// launches are returned unchanged. Idempotent (never double-inserts `-silent`). Pure + unit-tested.
/// Does this resolved launch command start Steam (`steam … steam://…`)? Such a launch needs Steam's
/// single instance free before a dedicated spawn (B1). Pure + unit-tested.
fn is_steam_launch(cmd: &str) -> bool {
let mut it = cmd.split_whitespace();
it.next() == Some("steam") && cmd.contains("steam://")
}
fn shape_dedicated_command(app: &str) -> String {
let mut it = app.split_whitespace();
if it.next() == Some("steam") {
let rest: Vec<&str> = it.collect();
if !rest.contains(&"-silent") && rest.iter().any(|t| t.starts_with("steam://")) {
return format!("steam -silent {}", rest.join(" "));
}
}
app.to_string()
}
/// Spawn `gamescope --backend headless -W w -H h -r hz -- <app>`. The app comes from /// Spawn `gamescope --backend headless -W w -H h -r hz -- <app>`. The app comes from
/// `PUNKTFUNK_GAMESCOPE_APP` (default a no-op that just keeps gamescope alive — set it to a real /// `PUNKTFUNK_GAMESCOPE_APP` (default a no-op that just keeps gamescope alive — set it to a real
/// game/GL app for actual content, e.g. `steam -gamepadui` for the SteamOS-like session). /// game/GL app for actual content, e.g. `steam -gamepadui` for the SteamOS-like session).
/// stdout/stderr go to `/tmp/punktfunk-gamescope.log`. The app is launched through a tiny shell /// stdout/stderr go to `log` (this spawn's per-instance log, A5). The app is launched through a tiny
/// wrapper that relays gamescope's `LIBEI_SOCKET` (set for its children) to [`ei_socket_file`] /// shell wrapper that relays gamescope's `LIBEI_SOCKET` (set for its children) to [`ei_socket_file`]
/// so the input injector can connect to gamescope's EIS server from outside. /// so the input injector can connect to gamescope's EIS server from outside.
fn spawn(w: u32, h: u32, hz: u32, cmd: Option<&str>) -> Result<Child> { fn spawn(w: u32, h: u32, hz: u32, cmd: Option<&str>, log: &std::path::Path) -> Result<Child> {
// A non-empty per-session command (set via `set_launch_command`) wins; else the // A non-empty per-session command (set via `set_launch_command`) wins; else the
// `PUNKTFUNK_GAMESCOPE_APP` env var (the documented manual fallback); else a no-op that keeps // `PUNKTFUNK_GAMESCOPE_APP` env var (the documented manual fallback); else a no-op that keeps
// gamescope alive. Each level is taken only if non-empty, so a blank per-session cmd transparently // gamescope alive. Each level is taken only if non-empty, so a blank per-session cmd transparently
@@ -970,6 +1200,9 @@ fn spawn(w: u32, h: u32, hz: u32, cmd: Option<&str>) -> Result<Child> {
}) })
.filter(|s| !s.trim().is_empty()) .filter(|s| !s.trim().is_empty())
.unwrap_or_else(|| "sleep infinity".to_string()); .unwrap_or_else(|| "sleep infinity".to_string());
// Dedicated-launch command shaping (Part B): a Steam URI runs with `-silent` so the game is the
// gamescope focus with no Steam client window to navigate.
let app = shape_dedicated_command(&app);
let relay = ei_socket_file(); let relay = ei_socket_file();
let _ = std::fs::remove_file(&relay); // stale socket path from a previous session let _ = std::fs::remove_file(&relay); // stale socket path from a previous session
let mut cmd = Command::new("gamescope"); let mut cmd = Command::new("gamescope");
@@ -990,14 +1223,14 @@ fn spawn(w: u32, h: u32, hz: u32, cmd: Option<&str>) -> Result<Child> {
.args(app.split_whitespace()) .args(app.split_whitespace())
// Prefer the NVIDIA GL vendor for the nested session (harmless on a pure-NVIDIA box). // Prefer the NVIDIA GL vendor for the nested session (harmless on a pure-NVIDIA box).
.env("__GLX_VENDOR_LIBRARY_NAME", "nvidia"); .env("__GLX_VENDOR_LIBRARY_NAME", "nvidia");
if let Ok(log) = std::fs::File::create("/tmp/punktfunk-gamescope.log") { if let Ok(logf) = std::fs::File::create(log) {
if let Ok(log2) = log.try_clone() { if let Ok(log2) = logf.try_clone() {
cmd.stdout(Stdio::from(log)).stderr(Stdio::from(log2)); cmd.stdout(Stdio::from(logf)).stderr(Stdio::from(log2));
} }
} else { } else {
cmd.stdout(Stdio::null()).stderr(Stdio::null()); cmd.stdout(Stdio::null()).stderr(Stdio::null());
} }
tracing::info!(w, h, hz, %app, "spawning gamescope (headless)"); tracing::info!(w, h, hz, %app, log = %log.display(), "spawning gamescope (headless)");
cmd.spawn() cmd.spawn()
.context("spawn gamescope (is it installed? `apt install gamescope`)") .context("spawn gamescope (is it installed? `apt install gamescope`)")
} }
@@ -1006,22 +1239,59 @@ fn spawn(w: u32, h: u32, hz: u32, cmd: Option<&str>) -> Result<Child> {
/// line `stream available on node ID: N` (its node carries `node.name=gamescope` on TWO objects /// line `stream available on node ID: N` (its node carries `node.name=gamescope` on TWO objects
/// — the adapter and the inner stream — and only the advertised id is the correct capture /// — the adapter and the inner stream — and only the advertised id is the correct capture
/// target). Falls back to `pw-dump` discovery if the log line doesn't show. /// target). Falls back to `pw-dump` discovery if the log line doesn't show.
fn wait_for_node(timeout: Duration) -> Option<u32> { /// B2 (game-exit detection): confirm a **dedicated** gamescope session's game has exited. gamescope is
/// a single-app compositor — it exits when its nested app exits — so once capture is lost, THIS
/// session's `node_id` not reappearing within a short confirmation window means the game quit (vs. a
/// transient PipeWire hiccup). Scoped to the session's own `node_id` (via [`gamescope_node_present`]),
/// so a **coexisting** gamescope (a second dedicated session, or the box's game-mode gamescope beside a
/// non-Steam dedicated launch) doesn't mask the exit (review findings #4/#8). Returns `true` when the
/// node stays absent across the window.
pub fn game_session_exited(node_id: u32) -> bool {
let deadline = Instant::now() + Duration::from_millis(1500);
loop {
if gamescope_node_present(node_id) {
return false; // OUR node is (still) present → not an exit (transient loss)
}
if Instant::now() >= deadline {
return true; // our node stayed gone across the window → the game exited
}
std::thread::sleep(Duration::from_millis(250));
}
}
/// Poll [`find_gamescope_node`] (unscoped) up to `timeout` — for the managed / SteamOS session, which
/// logs to journald (no per-spawn file) and is single-session (no scoping needed).
fn poll_managed_node(timeout: Duration) -> Option<u32> {
let deadline = Instant::now() + timeout; let deadline = Instant::now() + timeout;
loop { loop {
if let Some(id) = node_from_log() { if let Some(id) = find_gamescope_node() {
return Some(id); return Some(id);
} }
if Instant::now() >= deadline { if Instant::now() >= deadline {
return find_gamescope_node(); // last-resort fallback return None;
} }
std::thread::sleep(Duration::from_millis(300)); std::thread::sleep(Duration::from_millis(300));
} }
} }
/// Parse `stream available on node ID: N` from the spawned gamescope's log (ANSI-colored). fn wait_for_node(timeout: Duration, log: &std::path::Path, child_pid: u32) -> Option<u32> {
fn node_from_log() -> Option<u32> { let deadline = Instant::now() + timeout;
let log = std::fs::read_to_string("/tmp/punktfunk-gamescope.log").ok()?; loop {
if let Some(id) = node_from_log(log) {
return Some(id);
}
if Instant::now() >= deadline {
// Last-resort fallback scoped to THIS spawn's process tree (A5), so a coexisting gamescope's
// node isn't picked by mistake.
return find_gamescope_node_scoped(Some(child_pid));
}
std::thread::sleep(Duration::from_millis(300));
}
}
/// Parse `stream available on node ID: N` from a spawned gamescope's per-instance log (ANSI-colored).
fn node_from_log(log: &std::path::Path) -> Option<u32> {
let log = std::fs::read_to_string(log).ok()?;
for line in log.lines().rev() { for line in log.lines().rev() {
if let Some(pos) = line.find("stream available on node ID:") { if let Some(pos) = line.find("stream available on node ID:") {
let tail = &line[pos + "stream available on node ID:".len()..]; let tail = &line[pos + "stream available on node ID:".len()..];
@@ -1034,6 +1304,27 @@ fn node_from_log() -> Option<u32> {
None None
} }
/// Is a PipeWire node with exactly `node_id` present on the default daemon right now? Used by the
/// keep-alive reuse liveness probe ([`GamescopeDisplay::kept_display_alive`]): a kept gamescope node
/// vanishes when its nested game exits, so a missing id means "recreate, don't reuse the corpse".
fn gamescope_node_present(node_id: u32) -> bool {
let Ok(out) = Command::new("pw-dump").arg(node_id.to_string()).output() else {
// pw-dump unavailable → don't block reuse (mark_failed is the backstop on a genuinely dead node).
return true;
};
let Ok(dump) = serde_json::from_slice::<serde_json::Value>(&out.stdout) else {
return true;
};
dump.as_array()
.map(|objs| {
objs.iter().any(|o| {
o.get("id").and_then(|i| i.as_u64()) == Some(node_id as u64)
&& o.get("type").and_then(|t| t.as_str()) == Some("PipeWire:Interface:Node")
})
})
.unwrap_or(true)
}
/// Find the `gamescope` `Video/Source` node id in a `pw-dump` snapshot of the default daemon. /// Find the `gamescope` `Video/Source` node id in a `pw-dump` snapshot of the default daemon.
/// ///
/// `node.name=gamescope` appears on TWO objects (the adapter *and* the inner stream node); only /// `node.name=gamescope` appears on TWO objects (the adapter *and* the inner stream node); only
@@ -1041,10 +1332,18 @@ fn node_from_log() -> Option<u32> {
/// other wedges the link. So we require `Video/Source` first and fall back to a bare name match /// other wedges the link. So we require `Video/Source` first and fall back to a bare name match
/// only if no class-tagged node is present (older gamescope that doesn't set media.class). /// only if no class-tagged node is present (older gamescope that doesn't set media.class).
fn find_gamescope_node() -> Option<u32> { fn find_gamescope_node() -> Option<u32> {
find_gamescope_node_scoped(None)
}
/// Like [`find_gamescope_node`], but when `scope` is `Some(pid)` only a node whose owning process
/// (`application.process.id`) is `pid` or a descendant of it qualifies (A5 — a spawn's node must
/// belong to OUR gamescope's process tree, so a coexisting foreign / other-session gamescope node is
/// never mistaken for ours). `None` = any gamescope node (the managed/attach paths, single-session).
fn find_gamescope_node_scoped(scope: Option<u32>) -> Option<u32> {
let out = Command::new("pw-dump").output().ok()?; let out = Command::new("pw-dump").output().ok()?;
let dump: serde_json::Value = serde_json::from_slice(&out.stdout).ok()?; let dump: serde_json::Value = serde_json::from_slice(&out.stdout).ok()?;
let nodes = dump.as_array()?; let nodes = dump.as_array()?;
let node_props = |obj: &serde_json::Value| -> Option<(u32, String, String)> { let node_props = |obj: &serde_json::Value| -> Option<(u32, String, String, Option<u32>)> {
if obj.get("type").and_then(|t| t.as_str()) != Some("PipeWire:Interface:Node") { if obj.get("type").and_then(|t| t.as_str()) != Some("PipeWire:Interface:Node") {
return None; return None;
} }
@@ -1060,20 +1359,40 @@ fn find_gamescope_node() -> Option<u32> {
.and_then(|n| n.as_str()) .and_then(|n| n.as_str())
.unwrap_or("") .unwrap_or("")
.to_string(); .to_string();
Some((id, name, class)) // PipeWire records the owning process id as a string or an int depending on version.
let pid = props
.and_then(|p| p.get("application.process.id"))
.and_then(|v| {
v.as_u64()
.or_else(|| v.as_str().and_then(|s| s.parse().ok()))
.map(|n| n as u32)
});
Some((id, name, class, pid))
}; };
// Preferred: a Video/Source node named (or containing) "gamescope". // A node is in-scope when no scope is asked, or its owning pid descends from the scope pid. When
// the pid prop is absent (older gamescope / PipeWire) we DON'T exclude it — falling back to the
// per-instance log is the primary addressing (design §7 risk note).
let in_scope = |pid: Option<u32>| -> bool {
match scope {
None => true,
Some(root) => pid.map(|p| descends_from(p, root)).unwrap_or(true),
}
};
// Preferred: a Video/Source node named (or containing) "gamescope", in scope.
for obj in nodes { for obj in nodes {
if let Some((id, name, class)) = node_props(obj) { if let Some((id, name, class, pid)) = node_props(obj) {
if class == "Video/Source" && (name == "gamescope" || name.contains("gamescope")) { if class == "Video/Source"
&& (name == "gamescope" || name.contains("gamescope"))
&& in_scope(pid)
{
return Some(id); return Some(id);
} }
} }
} }
// Fallback: a node literally named "gamescope" with no usable class tag. // Fallback: a node literally named "gamescope" with no usable class tag, in scope.
for obj in nodes { for obj in nodes {
if let Some((id, name, _)) = node_props(obj) { if let Some((id, name, _, pid)) = node_props(obj) {
if name == "gamescope" { if name == "gamescope" && in_scope(pid) {
tracing::warn!( tracing::warn!(
node_id = id, node_id = id,
"gamescope node has no media.class=Video/Source tag — capturing it anyway" "gamescope node has no media.class=Video/Source tag — capturing it anyway"
@@ -1168,22 +1487,62 @@ fn parse_version(text: &str) -> Option<(u32, u32, u32)> {
None None
} }
/// Owns the spawned gamescope process; killing it tears the virtual output down. /// Owns the spawned gamescope process (and its per-instance log, A5); killing it tears the virtual
struct GamescopeProc(Child); /// output down.
struct GamescopeProc {
child: Child,
log: std::path::PathBuf,
}
impl Drop for GamescopeProc { impl Drop for GamescopeProc {
fn drop(&mut self) { fn drop(&mut self) {
let _ = self.0.kill(); let _ = self.child.kill();
let _ = self.0.wait(); let _ = self.child.wait();
// Clear the relayed EIS socket name so the host-lifetime injector can't reconnect to this // Clear the relayed EIS socket name so the host-lifetime injector can't reconnect to this
// now-dead session's socket between sessions (the stale path is the "Connection refused"). // now-dead session's socket between sessions (the stale path is the "Connection refused").
let _ = std::fs::remove_file(ei_socket_file()); let _ = std::fs::remove_file(ei_socket_file());
// Drop this spawn's per-instance log (A5) so `$XDG_RUNTIME_DIR` doesn't accumulate them.
let _ = std::fs::remove_file(&self.log);
} }
} }
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use super::{parse_version, MIN_GAMESCOPE}; use super::{is_steam_launch, parse_version, shape_dedicated_command, MIN_GAMESCOPE};
#[test]
fn steam_launch_detection() {
assert!(is_steam_launch("steam steam://rungameid/570"));
assert!(is_steam_launch("steam -silent steam://rungameid/570"));
assert!(!is_steam_launch("vkcube"));
assert!(!is_steam_launch("lutris lutris:rungameid/42"));
assert!(!is_steam_launch("steam -bigpicture")); // no URI = not a game launch
}
#[test]
fn dedicated_command_shaping() {
// Steam URI → -silent inserted so the game is the gamescope focus.
assert_eq!(
shape_dedicated_command("steam steam://rungameid/570"),
"steam -silent steam://rungameid/570"
);
// Idempotent: an already-silent command is left alone.
assert_eq!(
shape_dedicated_command("steam -silent steam://rungameid/570"),
"steam -silent steam://rungameid/570"
);
// Non-Steam launches and operator custom commands are untouched.
assert_eq!(shape_dedicated_command("vkcube"), "vkcube");
assert_eq!(
shape_dedicated_command("lutris lutris:rungameid/42"),
"lutris lutris:rungameid/42"
);
// A bare `steam` with no URI is left alone (not a game launch).
assert_eq!(
shape_dedicated_command("steam -bigpicture"),
"steam -bigpicture"
);
}
#[test] #[test]
fn parses_version_banner() { fn parses_version_banner() {
@@ -212,31 +212,46 @@ impl VirtualDisplay for KwinDisplay {
}); });
// Layout position (§6.2) is applied by the registry via `apply_position` right after create // Layout position (§6.2) is applied by the registry via `apply_position` right after create
// (it owns the display group, so it computes auto-row / manual placement over the whole group). // (it owns the display group, so it computes auto-row / manual placement over the whole group).
Ok(VirtualOutput { Ok(VirtualOutput::owned(
node_id, node_id,
remote_fd: None, Some((mode.width, mode.height, achieved_hz)),
preferred_mode: Some((mode.width, mode.height, achieved_hz)), Box::new(StopGuard { stop }),
keepalive: Box::new(StopGuard { stop }), ))
})
} }
} }
/// Re-enable the outputs an `exclusive` topology disabled (bootstrap / physical), so KWin re-homes onto /// Re-enable the outputs an `exclusive` topology disabled (bootstrap / physical), so KWin re-homes onto
/// them. Called by the registry when the display group's last member is torn down (design §6.1), BEFORE /// them. Called by the registry when the display group's last member is torn down (design §6.1), BEFORE
/// that member's output is reclaimed — so KWin is never momentarily left with zero enabled outputs. /// that member's output is reclaimed — so KWin is never momentarily left with zero enabled outputs.
fn reenable_outputs(outputs: &[String]) { fn reenable_outputs(outputs: &[(String, String)]) {
if outputs.is_empty() { if outputs.is_empty() {
return; return;
} }
let args: Vec<String> = outputs // Enable FIRST, as a standalone apply — a bare `output.X.enable` always succeeds, so a physical
// can never be left DARK. (Batching a possibly-stale `mode` arg into the same invocation risks
// kscreen-doctor rejecting the whole config and leaving the output disabled.)
let enable_args: Vec<String> = outputs
.iter() .iter()
.map(|o| format!("output.{o}.enable")) .map(|(name, _)| format!("output.{name}.enable"))
.collect(); .collect();
let _ = std::process::Command::new("kscreen-doctor") let _ = std::process::Command::new("kscreen-doctor")
.args(&args) .args(&enable_args)
.status(); .status();
// THEN re-assert each captured mode, best-effort — a bare re-enable lets KWin fall back to the
// EDID-preferred mode (a 120 Hz panel returns at ~60 Hz); this restores the exact refresh. The
// output is enabled now, so the mode set is valid; a rejected mode just leaves KWin's default.
let mode_args: Vec<String> = outputs
.iter()
.filter(|(_, mode)| !mode.is_empty())
.map(|(name, mode)| format!("output.{name}.mode.{mode}"))
.collect();
if !mode_args.is_empty() {
let _ = std::process::Command::new("kscreen-doctor")
.args(&mode_args)
.status();
}
std::thread::sleep(Duration::from_millis(200)); std::thread::sleep(Duration::from_millis(200));
tracing::info!(reenabled = ?outputs, "KWin: restored the physical/bootstrap outputs (group empty)"); tracing::info!(reenabled = ?outputs, "KWin: restored the physical/bootstrap outputs at their captured modes (group empty)");
} }
/// Best-effort: raise the just-created virtual output's refresh above KWin's default 60 Hz by /// Best-effort: raise the just-created virtual output's refresh above KWin's default 60 Hz by
@@ -328,12 +343,39 @@ fn read_active_refresh(output: &str) -> Option<u32> {
/// recognised by this prefix, so we never have to thread the live set through the backend. /// recognised by this prefix, so we never have to thread the live set through the backend.
const MANAGED_PREFIX: &str = "Virtual-punktfunk"; const MANAGED_PREFIX: &str = "Virtual-punktfunk";
/// Names of currently-ENABLED outputs that are **not managed by us** — the headless session's /// The current mode of an output as a kscreen-doctor mode setter, from its `-j` entry — preferring
/// bootstrap output(s) + any physical monitor, i.e. exactly what `exclusive` must disable. /// the human `WxH@Hz` form (survives a mode-id re-enumeration across disable→enable) and falling back
/// to the raw `currentModeId`. `None` if the current mode can't be resolved.
fn output_current_mode_spec(o: &serde_json::Value) -> Option<String> {
let as_id = |v: &serde_json::Value| -> Option<String> {
v.as_str()
.map(|s| s.to_string())
.or_else(|| v.as_u64().map(|n| n.to_string()))
};
let current = o.get("currentModeId").and_then(&as_id)?;
let mode = o
.get("modes")?
.as_array()?
.iter()
.find(|m| m.get("id").and_then(&as_id).as_deref() == Some(current.as_str()))?;
let human = (|| {
let size = mode.get("size")?;
let w = size.get("width").and_then(|v| v.as_u64())?;
let h = size.get("height").and_then(|v| v.as_u64())?;
let hz = mode.get("refreshRate").and_then(|r| r.as_f64())?.round() as u64;
Some(format!("{w}x{h}@{hz}"))
})();
Some(human.unwrap_or(current))
}
/// Currently-ENABLED outputs that are **not managed by us** — the headless session's bootstrap
/// output(s) + any physical monitor, i.e. exactly what `exclusive` must disable — EACH PAIRED WITH ITS
/// CURRENT MODE (`WxH@Hz`, empty if unresolved) so teardown can put it back at that exact refresh (a
/// bare re-enable drops a 120 Hz panel to KWin's default ~60 Hz).
/// **Group-aware (§6.1):** excludes the WHOLE managed family (the [`MANAGED_PREFIX`]), not just this /// **Group-aware (§6.1):** excludes the WHOLE managed family (the [`MANAGED_PREFIX`]), not just this
/// session's own output — so a 2nd `exclusive` session (with a distinct per-slot name) never disables /// session's own output — so a 2nd `exclusive` session (with a distinct per-slot name) never disables
/// the 1st session's live output. Parsed from `kscreen-doctor -j` (same source as [`read_active_refresh`]). /// the 1st session's live output. Parsed from `kscreen-doctor -j` (same source as [`read_active_refresh`]).
fn other_enabled_outputs() -> Vec<String> { fn other_enabled_outputs() -> Vec<(String, String)> {
let out = match std::process::Command::new("kscreen-doctor") let out = match std::process::Command::new("kscreen-doctor")
.arg("-j") .arg("-j")
.output() .output()
@@ -350,9 +392,15 @@ fn other_enabled_outputs() -> Vec<String> {
.map(|outs| { .map(|outs| {
outs.iter() outs.iter()
.filter(|o| o.get("enabled").and_then(|e| e.as_bool()).unwrap_or(false)) .filter(|o| o.get("enabled").and_then(|e| e.as_bool()).unwrap_or(false))
.filter_map(|o| o.get("name").and_then(|n| n.as_str())) .filter_map(|o| {
.filter(|n| !n.starts_with(MANAGED_PREFIX)) let name = o.get("name").and_then(|n| n.as_str())?;
.map(String::from) (!name.starts_with(MANAGED_PREFIX)).then(|| {
(
name.to_string(),
output_current_mode_spec(o).unwrap_or_default(),
)
})
})
.collect() .collect()
}) })
.unwrap_or_default() .unwrap_or_default()
@@ -393,7 +441,7 @@ fn a_managed_output_is_primary() -> bool {
/// the sole desktop (KWin re-homes plasmashell + windows onto it). Returns the disabled outputs for /// the sole desktop (KWin re-homes plasmashell + windows onto it). Returns the disabled outputs for
/// the keepalive to re-enable on teardown. Best-effort: on failure, streaming continues (just possibly /// the keepalive to re-enable on teardown. Best-effort: on failure, streaming continues (just possibly
/// showing only the wallpaper) rather than failing the session. /// showing only the wallpaper) rather than failing the session.
fn apply_virtual_primary(name: &str) -> Vec<String> { fn apply_virtual_primary(name: &str) -> Vec<(String, String)> {
let ours = format!("Virtual-{name}"); let ours = format!("Virtual-{name}");
let kscreen = |args: &[String]| { let kscreen = |args: &[String]| {
std::process::Command::new("kscreen-doctor") std::process::Command::new("kscreen-doctor")
@@ -416,11 +464,12 @@ fn apply_virtual_primary(name: &str) -> Vec<String> {
} }
// Disable everything still enabled that ISN'T a managed group member (bootstrap / physical), so // Disable everything still enabled that ISN'T a managed group member (bootstrap / physical), so
// the group is unambiguously the desktop — never a sibling session's output (group-aware filter). // the group is unambiguously the desktop — never a sibling session's output (group-aware filter).
// Each is captured WITH its current mode so teardown restores its real refresh, not KWin's default.
let others = other_enabled_outputs(); let others = other_enabled_outputs();
if !others.is_empty() { if !others.is_empty() {
let args: Vec<String> = others let args: Vec<String> = others
.iter() .iter()
.map(|o| format!("output.{o}.disable")) .map(|(o, _mode)| format!("output.{o}.disable"))
.collect(); .collect();
let _ = kscreen(&args); let _ = kscreen(&args);
} }
@@ -97,12 +97,11 @@ impl VirtualDisplay for MutterDisplay {
h = mode.height, h = mode.height,
"Mutter virtual monitor ready" "Mutter virtual monitor ready"
); );
Ok(VirtualOutput { Ok(VirtualOutput::owned(
node_id, node_id,
remote_fd: None, Some((mode.width, mode.height, mode.refresh_hz)),
preferred_mode: Some((mode.width, mode.height, mode.refresh_hz)), Box::new(StopGuard(stop)),
keepalive: Box::new(StopGuard(stop)), ))
})
} }
} }
@@ -413,8 +412,8 @@ fn mode_flag(md: &DbusMode, key: &str) -> bool {
matches!(md.6.get(key).map(|v| &**v), Some(&Value::Bool(true))) matches!(md.6.get(key).map(|v| &**v), Some(&Value::Bool(true)))
} }
/// The current (else preferred, else first) mode of `connector` → (mode_id, width, height). /// The current (else preferred, else first) mode of `connector` → `(mode_id, width, height, refresh)`.
fn current_mode(state: &CurrentState, connector: &str) -> Option<(String, i32, i32)> { fn current_mode_full(state: &CurrentState, connector: &str) -> Option<(String, i32, i32, f64)> {
let mon = state.1.iter().find(|m| m.0 .0 == connector)?; let mon = state.1.iter().find(|m| m.0 .0 == connector)?;
let pick = mon let pick = mon
.1 .1
@@ -422,7 +421,83 @@ fn current_mode(state: &CurrentState, connector: &str) -> Option<(String, i32, i
.find(|md| mode_flag(md, "is-current")) .find(|md| mode_flag(md, "is-current"))
.or_else(|| mon.1.iter().find(|md| mode_flag(md, "is-preferred"))) .or_else(|| mon.1.iter().find(|md| mode_flag(md, "is-preferred")))
.or_else(|| mon.1.first())?; .or_else(|| mon.1.first())?;
Some((pick.0.clone(), pick.1, pick.2)) Some((pick.0.clone(), pick.1, pick.2, pick.3))
}
/// As [`current_mode_full`] but dropping the refresh (callers that only place by width).
fn current_mode(state: &CurrentState, connector: &str) -> Option<(String, i32, i32)> {
current_mode_full(state, connector).map(|(id, w, h, _)| (id, w, h))
}
/// Pure mode-pick for a KEPT physical (unit-tested). Given the physical's PRE-connect mode
/// (`pre_mode = (id, w, h, refresh)`; `None` when the connector is new since the snapshot) and the
/// mode list Mutter reports for it in the POST-virtual state
/// (`(id, w, h, refresh, is_current, is_preferred)`), return the `(mode_id, width)` to re-apply.
///
/// Mutter re-derives its layout when the `RecordVirtual` output appears and can silently drop a
/// 120 Hz panel to its EDID-preferred 60 Hz — so the post-virtual `is-current` is *already* 60 Hz.
/// We therefore prefer the PRE mode (its real refresh), resolved to a mode id valid at apply time;
/// only when the physical genuinely no longer offers that mode do we fall back to the post-virtual
/// current (never inventing a mode id `ApplyMonitorsConfig` would reject).
fn pick_keep_mode(
pre_mode: Option<(String, i32, i32, f64)>,
state_modes: &[(String, i32, i32, f64, bool, bool)],
) -> Option<(String, i32)> {
let state_current = || {
state_modes
.iter()
.find(|m| m.4)
.or_else(|| state_modes.iter().find(|m| m.5))
.or_else(|| state_modes.first())
.map(|m| (m.0.clone(), m.1))
};
let Some((pre_id, w, h, hz)) = pre_mode else {
return state_current();
};
// The exact pre mode id, if the connector still offers it (same session ⇒ usually true).
if state_modes.iter().any(|m| m.0 == pre_id) {
return Some((pre_id, w));
}
// Else a re-keyed id with the same geometry + refresh (still the real 120 Hz).
if let Some(m) = state_modes
.iter()
.find(|m| m.1 == w && m.2 == h && (m.3 - hz).abs() < 0.5)
{
return Some((m.0.clone(), m.1));
}
// The physical genuinely no longer offers that mode — use whatever is valid now.
state_current()
}
/// The `(mode_id, width)` a kept physical should be RE-APPLIED at — its PRE-connect mode preserved
/// across Mutter's virtual-output layout re-derive. See [`pick_keep_mode`].
fn physical_keep_mode(
pre: &CurrentState,
state: &CurrentState,
conn: &str,
) -> Option<(String, i32)> {
let pre_mode = current_mode_full(pre, conn);
let state_modes: Vec<(String, i32, i32, f64, bool, bool)> = state
.1
.iter()
.find(|m| m.0 .0 == conn)
.map(|mon| {
mon.1
.iter()
.map(|md| {
(
md.0.clone(),
md.1,
md.2,
md.3,
mode_flag(md, "is-current"),
mode_flag(md, "is-preferred"),
)
})
.collect()
})
.unwrap_or_default();
pick_keep_mode(pre_mode, &state_modes)
} }
/// Wait for the virtual output to appear in DisplayConfig (its size follows PipeWire negotiation, /// Wait for the virtual output to appear in DisplayConfig (its size follows PipeWire negotiation,
@@ -466,7 +541,7 @@ async fn make_virtual_primary(
let config = if exclusive { let config = if exclusive {
build_exclusive_config(&vconn, &vmode) build_exclusive_config(&vconn, &vmode)
} else { } else {
build_primary_keeping_physicals(&state, &vconn, &vmode, mode.width as i32) build_primary_keeping_physicals(pre, &state, &vconn, &vmode, mode.width as i32)
}; };
let _: () = dc let _: () = dc
.call( .call(
@@ -506,13 +581,20 @@ fn build_exclusive_config(vconn: &str, vmode: &str) -> Vec<ApplyLogical> {
} }
/// **Primary** — the virtual output primary at `(0, 0)`, with every currently-active physical /// **Primary** — the virtual output primary at `(0, 0)`, with every currently-active physical
/// monitor KEPT as a secondary (laid left-to-right past the virtual, each at its current mode). So /// monitor KEPT as a secondary (laid left-to-right past the virtual, each at its **pre-connect**
/// the shell + new windows land on the streamed surface, but the operator's physical screen stays /// mode). So the shell + new windows land on the streamed surface, but the operator's physical
/// on. On a headless host (no physicals) this is identical to [`build_exclusive_config`]. /// screen stays on **at its real refresh**. On a headless host (no physicals) this is identical to
/// [`build_exclusive_config`].
///
/// `pre` is the snapshot taken *before* the virtual output existed (physical still at its true
/// refresh); `state` is the post-virtual state. We read each physical's mode from `pre` because
/// Mutter can knock a 120 Hz panel down to 60 Hz when it re-derives the layout for the virtual
/// monitor — reading `state` would cement that 60 Hz (`physical_keep_mode`).
/// ///
/// *Physical-keep is unvalidated on-glass* — the lab boxes are headless (no attached display to keep /// *Physical-keep is unvalidated on-glass* — the lab boxes are headless (no attached display to keep
/// on); the layout math is conservative (append to the right) but wants a display-attached box. /// on); the layout math is conservative (append to the right) but wants a display-attached box.
fn build_primary_keeping_physicals( fn build_primary_keeping_physicals(
pre: &CurrentState,
state: &CurrentState, state: &CurrentState,
vconn: &str, vconn: &str,
vmode: &str, vmode: &str,
@@ -526,15 +608,15 @@ fn build_primary_keeping_physicals(
true, true,
vec![(vconn.to_string(), vmode.to_string(), HashMap::new())], vec![(vconn.to_string(), vmode.to_string(), HashMap::new())],
)]; )];
// Append each physical (non-virtual) connector that has a usable current mode, to the right of // Append each physical (non-virtual) connector that has a usable mode, to the right of the
// the virtual output, as a non-primary secondary. // virtual output, as a non-primary secondary — at its PRE-connect mode (real refresh preserved).
let mut x = virt_width.max(0); let mut x = virt_width.max(0);
for mon in &state.1 { for mon in &state.1 {
let conn = &mon.0 .0; let conn = &mon.0 .0;
if conn == vconn { if conn == vconn {
continue; continue;
} }
if let Some((mode_id, w, _h)) = current_mode(state, conn) { if let Some((mode_id, w)) = physical_keep_mode(pre, state, conn) {
logicals.push(( logicals.push((
x, x,
0, 0,
@@ -548,3 +630,84 @@ fn build_primary_keeping_physicals(
} }
logicals logicals
} }
#[cfg(test)]
mod tests {
use super::pick_keep_mode;
// (id, w, h, refresh, is_current, is_preferred)
fn m(
id: &str,
w: i32,
h: i32,
hz: f64,
cur: bool,
pref: bool,
) -> (String, i32, i32, f64, bool, bool) {
(id.to_string(), w, h, hz, cur, pref)
}
#[test]
fn keep_mode_prefers_pre_refresh_over_downgraded_state() {
// Physical was 2560x1440@120 pre-connect; after the virtual appeared Mutter marked 60 Hz
// current (the reported bug). We must re-apply the 120 Hz mode, not the state's 60 Hz.
let pre = Some(("M120".to_string(), 2560, 1440, 120.0));
let state = vec![
m("M120", 2560, 1440, 120.0, false, false),
m("M60", 2560, 1440, 60.0, true, true),
];
assert_eq!(
pick_keep_mode(pre, &state),
Some(("M120".to_string(), 2560))
);
}
#[test]
fn keep_mode_rekeyed_id_matches_by_geometry_and_refresh() {
// The pre id is no longer offered (Mutter re-keyed the mode list), but a 120 Hz mode of the
// same geometry exists — match it so the real refresh survives.
let pre = Some(("old-120".to_string(), 2560, 1440, 120.0));
let state = vec![
m("new-120", 2560, 1440, 119.998, false, false),
m("new-60", 2560, 1440, 60.0, true, true),
];
assert_eq!(
pick_keep_mode(pre, &state),
Some(("new-120".to_string(), 2560))
);
}
#[test]
fn keep_mode_falls_back_to_state_current_when_pre_mode_gone() {
// The physical genuinely no longer offers its pre mode (e.g. cable renegotiated to a lower
// max) — never invent an id; use the post-virtual current.
let pre = Some(("gone-165".to_string(), 3440, 1440, 165.0));
let state = vec![
m("s-100", 3440, 1440, 100.0, true, false),
m("s-60", 3440, 1440, 60.0, false, true),
];
assert_eq!(
pick_keep_mode(pre, &state),
Some(("s-100".to_string(), 3440))
);
}
#[test]
fn keep_mode_no_pre_uses_state_current_then_preferred() {
// A connector new since the pre-snapshot (no pre mode): is-current wins, else is-preferred.
let state = vec![
m("A", 1920, 1080, 60.0, true, false),
m("B", 1920, 1080, 144.0, false, true),
];
assert_eq!(pick_keep_mode(None, &state), Some(("A".to_string(), 1920)));
let no_current = vec![
m("A", 1920, 1080, 60.0, false, false),
m("B", 1920, 1080, 144.0, false, true),
];
assert_eq!(
pick_keep_mode(None, &no_current),
Some(("B".to_string(), 1920))
);
}
}
@@ -19,7 +19,7 @@
//! `systemctl --user`, see `scripts/headless/prepare-session.sh`), with the ScreenCast //! `systemctl --user`, see `scripts/headless/prepare-session.sh`), with the ScreenCast
//! interface routed to xdpw (`scripts/headless/portals.conf`). //! interface routed to xdpw (`scripts/headless/portals.conf`).
use super::{Mode, VirtualDisplay, VirtualOutput}; use super::{DisplayOwnership, Mode, VirtualDisplay, VirtualOutput};
use anyhow::{anyhow, bail, Context, Result}; use anyhow::{anyhow, bail, Context, Result};
use std::os::fd::OwnedFd; use std::os::fd::OwnedFd;
use std::process::Command; use std::process::Command;
@@ -130,6 +130,11 @@ impl VirtualDisplay for WlrootsDisplay {
_stop: StopGuard(stop), _stop: StopGuard(stop),
_output: output, _output: output,
}), }),
// Owned (the compositor output is ours to tear down), but not registry-poolable: the
// portal fd can't be re-opened per attach, so the registry passes it through on
// `remote_fd.is_some()` (keep-alive stays off for wlroots until fresh-portal re-attach).
ownership: DisplayOwnership::Owned,
reused_gen: None,
}) })
} }
} }
+194 -3
View File
@@ -23,10 +23,11 @@
use std::collections::BTreeMap; use std::collections::BTreeMap;
use std::path::PathBuf; use std::path::PathBuf;
use std::sync::{Mutex, OnceLock}; use std::sync::{Mutex, OnceLock};
use std::time::Duration; use std::time::{Duration, SystemTime, UNIX_EPOCH};
use anyhow::Result; use anyhow::Result;
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use sha2::{Digest, Sha256};
use utoipa::ToSchema; use utoipa::ToSchema;
/// How long a virtual display (and, on gamescope's bare spawn, the nested session + its game) /// How long a virtual display (and, on gamescope's bare spawn, the nested session + its game)
@@ -158,6 +159,22 @@ pub struct Layout {
pub positions: BTreeMap<String, Position>, pub positions: BTreeMap<String, Position>,
} }
/// How a session that **launches a game** (a library id on the Hello / apps.json / Decky pin) is
/// served (`design/gamemode-and-dedicated-sessions.md` §5.2). Orthogonal to the preset/lifecycle axes
/// — a top-level [`DisplayPolicy`] field, NOT part of [`EffectivePolicy`], so a preset never clobbers
/// it. Linux-only in effect (a launching Windows session opens into the one desktop).
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, ToSchema)]
#[serde(rename_all = "snake_case")]
pub enum GameSession {
/// Today's routing: the launch rides whatever session the box is in (managed Steam session on
/// Bazzite/SteamOS, bare spawn on plain distros, spawned into the live desktop on KWin/Mutter/wlroots).
#[default]
Auto,
/// A launching session always gets its OWN headless gamescope at the client's mode, nesting just
/// the game — no Steam Big Picture, no game mode. Degrades to `auto` when gamescope is unavailable.
Dedicated,
}
/// A named bundle of the fields below. `Custom` (the default) means the explicit fields rule; any /// A named bundle of the fields below. `Custom` (the default) means the explicit fields rule; any
/// other preset ignores the stored fields and expands to its own ([`DisplayPolicy::effective`]). /// other preset ignores the stored fields and expands to its own ([`DisplayPolicy::effective`]).
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, ToSchema)] #[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, ToSchema)]
@@ -202,6 +219,11 @@ pub struct DisplayPolicy {
/// Upper bound on simultaneously-live virtual displays (clamped to `1..=16` on write). /// Upper bound on simultaneously-live virtual displays (clamped to `1..=16` on write).
#[serde(default = "default_max_displays")] #[serde(default = "default_max_displays")]
pub max_displays: u32, pub max_displays: u32,
/// How a game-launching session is served (`design/gamemode-and-dedicated-sessions.md` §5.2).
/// Orthogonal to `preset`/lifecycle — preserved across preset changes; `#[serde(default)]` = `Auto`
/// so existing `display-settings.json` files are untouched.
#[serde(default)]
pub game_session: GameSession,
} }
fn one() -> u32 { fn one() -> u32 {
@@ -224,6 +246,7 @@ impl Default for DisplayPolicy {
identity: Identity::default(), identity: Identity::default(),
layout: Layout::default(), layout: Layout::default(),
max_displays: 4, max_displays: 4,
game_session: GameSession::default(),
} }
} }
} }
@@ -279,7 +302,11 @@ impl EffectivePolicy {
/// transform, factored out pure so arranging displays stays orthogonal to the other axes and is /// transform, factored out pure so arranging displays stays orthogonal to the other axes and is
/// unit-tested without touching the global store. (`Custom` so the explicit fields — incl. the new /// unit-tested without touching the global store. (`Custom` so the explicit fields — incl. the new
/// layout — rule; a named preset would ignore them.) /// layout — rule; a named preset would ignore them.)
pub fn with_manual_layout(&self, positions: BTreeMap<String, Position>) -> DisplayPolicy { pub fn with_manual_layout(
&self,
positions: BTreeMap<String, Position>,
game_session: GameSession,
) -> DisplayPolicy {
DisplayPolicy { DisplayPolicy {
version: 1, version: 1,
preset: Preset::Custom, preset: Preset::Custom,
@@ -292,6 +319,8 @@ impl EffectivePolicy {
positions, positions,
}, },
max_displays: self.max_displays, max_displays: self.max_displays,
// Preserve the orthogonal game-session axis (EffectivePolicy doesn't carry it).
game_session,
} }
} }
} }
@@ -398,6 +427,13 @@ impl DisplayPolicyStore {
self.configured().map(|p| p.effective()) self.configured().map(|p| p.effective())
} }
/// The game-session routing axis (`design/gamemode-and-dedicated-sessions.md` §5.2). Orthogonal to
/// the preset — read directly off the stored policy (or the default `Auto` when unconfigured), so a
/// preset selection never resets it.
pub fn game_session(&self) -> GameSession {
self.get().game_session
}
/// Persist + adopt a new policy (sanitized first). The in-memory value changes only if the disk /// Persist + adopt a new policy (sanitized first). The in-memory value changes only if the disk
/// write succeeds, so a full disk can't leave memory and file disagreeing. /// write succeeds, so a full disk can't leave memory and file disagreeing.
pub fn set(&self, policy: DisplayPolicy) -> Result<()> { pub fn set(&self, policy: DisplayPolicy) -> Result<()> {
@@ -423,10 +459,163 @@ pub fn prefs() -> &'static DisplayPolicyStore {
}) })
} }
// ---------------------------------------------------------------------------------------
// User-defined custom presets (`<config>/display-presets.json`)
// ---------------------------------------------------------------------------------------
/// A user-defined named preset: a saved bundle of the six display-behavior axes (exactly what a
/// built-in [`Preset`] expands to) plus the orthogonal game-session axis, that the operator names
/// and applies from the console.
///
/// Unlike the built-in [`Preset`]s (a closed enum), custom presets are **data** — a catalog stored in
/// `<config>/display-presets.json`. Applying one writes a `Custom` [`DisplayPolicy`] carrying these
/// fields (the console reuses `PUT /display/settings`), so [`DisplayPolicy::effective`] stays pure and
/// the built-in set is never touched. The catalog is decoupled from the active `display-settings.json`:
/// editing or deleting a preset never mutates the running policy (re-apply to adopt a change).
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize, ToSchema)]
pub struct CustomPreset {
/// Host-assigned, stable for the life of the entry (the `{id}` in the CRUD path).
pub id: String,
/// User-facing name shown on the preset card; editable.
pub name: String,
/// The six display-behavior axes this preset applies (the same shape a built-in preset expands to).
pub fields: EffectivePolicy,
/// The game-session routing this preset applies (orthogonal to the six axes; see [`GameSession`]).
/// A custom preset captures the operator's *full* setup, so — unlike a built-in preset — applying
/// one does set this axis.
#[serde(default)]
pub game_session: GameSession,
}
/// Request body to create or replace a custom preset (no `id` — the host owns it).
#[derive(Clone, Debug, Deserialize, ToSchema)]
pub struct CustomPresetInput {
pub name: String,
pub fields: EffectivePolicy,
#[serde(default)]
pub game_session: GameSession,
}
fn custom_presets_path() -> PathBuf {
crate::gamestream::config_dir().join("display-presets.json")
}
/// Clamp a saved preset's fields to their valid ranges — the same bounds [`DisplayPolicy::sanitized`]
/// enforces, so a preset can never carry an out-of-range `max_displays` that a later apply would reject.
fn sanitize_preset_fields(mut fields: EffectivePolicy) -> EffectivePolicy {
fields.max_displays = fields.max_displays.clamp(1, 16);
fields
}
/// Load the saved custom presets (empty + non-fatal if the file is absent or malformed — a bad
/// catalog never breaks the console's settings GET).
pub fn load_custom_presets() -> Vec<CustomPreset> {
match std::fs::read(custom_presets_path()) {
Ok(bytes) => serde_json::from_slice(&bytes).unwrap_or_else(|e| {
tracing::warn!(error = %e, "display-presets.json malformed — ignoring custom presets");
Vec::new()
}),
Err(_) => Vec::new(),
}
}
/// Persist the catalog (private dir, temp-write + atomic rename — the [`DisplayPolicyStore::set`]
/// discipline, so a crash mid-write never truncates it).
fn save_custom_presets(presets: &[CustomPreset]) -> Result<()> {
let path = custom_presets_path();
if let Some(dir) = path.parent() {
crate::gamestream::create_private_dir(dir)?;
}
let tmp = path.with_extension("json.tmp");
crate::gamestream::write_secret_file(&tmp, &serde_json::to_vec_pretty(presets)?)?;
std::fs::rename(&tmp, &path)?;
Ok(())
}
/// 12 hex chars from the name + wall-clock nanos — collision-free in practice, no uuid dep (the
/// [`crate::library`] custom-entry id scheme).
fn new_preset_id(name: &str) -> String {
let nanos = SystemTime::now()
.duration_since(UNIX_EPOCH)
.map(|d| d.as_nanos())
.unwrap_or(0);
hex::encode(&Sha256::digest(format!("{name}:{nanos}").as_bytes())[..6])
}
/// Create a custom preset, returning it with its assigned id.
pub fn add_custom_preset(input: CustomPresetInput) -> Result<CustomPreset> {
let mut presets = load_custom_presets();
let preset = CustomPreset {
id: new_preset_id(&input.name),
name: input.name,
fields: sanitize_preset_fields(input.fields),
game_session: input.game_session,
};
presets.push(preset.clone());
save_custom_presets(&presets)?;
Ok(preset)
}
/// Replace a custom preset's fields (id preserved). `None` ⇒ no preset with that id.
pub fn update_custom_preset(id: &str, input: CustomPresetInput) -> Result<Option<CustomPreset>> {
let mut presets = load_custom_presets();
let Some(slot) = presets.iter_mut().find(|p| p.id == id) else {
return Ok(None);
};
slot.name = input.name;
slot.fields = sanitize_preset_fields(input.fields);
slot.game_session = input.game_session;
let updated = slot.clone();
save_custom_presets(&presets)?;
Ok(Some(updated))
}
/// Delete a custom preset. `false` ⇒ no preset with that id.
pub fn delete_custom_preset(id: &str) -> Result<bool> {
let mut presets = load_custom_presets();
let before = presets.len();
presets.retain(|p| p.id != id);
if presets.len() == before {
return Ok(false);
}
save_custom_presets(&presets)?;
Ok(true)
}
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use super::*; use super::*;
#[test]
fn custom_preset_serde_roundtrips_and_defaults_game_session() {
let preset = CustomPreset {
id: "abc123".into(),
name: "My Rig".into(),
fields: preset_fields(Preset::GamingRig).unwrap(),
game_session: GameSession::Dedicated,
};
let json = serde_json::to_string(&preset).unwrap();
assert_eq!(serde_json::from_str::<CustomPreset>(&json).unwrap(), preset);
// A catalog written before `game_session` existed still loads (defaults to `Auto`).
let legacy: CustomPreset = serde_json::from_value(serde_json::json!({
"id": "x",
"name": "Legacy",
"fields": serde_json::to_value(preset_fields(Preset::Default).unwrap()).unwrap(),
}))
.unwrap();
assert_eq!(legacy.game_session, GameSession::Auto);
}
#[test]
fn sanitize_preset_fields_clamps_max_displays() {
let mut f = preset_fields(Preset::Default).unwrap();
f.max_displays = 999;
assert_eq!(sanitize_preset_fields(f.clone()).max_displays, 16);
f.max_displays = 0;
assert_eq!(sanitize_preset_fields(f).max_displays, 1);
}
#[test] #[test]
fn keep_alive_serializes_tagged_on_mode() { fn keep_alive_serializes_tagged_on_mode() {
assert_eq!( assert_eq!(
@@ -560,7 +749,9 @@ mod tests {
let mut positions = BTreeMap::new(); let mut positions = BTreeMap::new();
positions.insert("1".to_string(), Position { x: 0, y: 0 }); positions.insert("1".to_string(), Position { x: 0, y: 0 });
positions.insert("7".to_string(), Position { x: 2560, y: 0 }); positions.insert("7".to_string(), Position { x: 2560, y: 0 });
let p = eff.with_manual_layout(positions); let p = eff.with_manual_layout(positions, GameSession::Dedicated);
// The orthogonal game-session axis is preserved through the layout transform.
assert_eq!(p.game_session, GameSession::Dedicated);
// Preset drops to Custom so the explicit fields (incl. the layout) rule… // Preset drops to Custom so the explicit fields (incl. the layout) rule…
assert_eq!(p.preset, Preset::Custom); assert_eq!(p.preset, Preset::Custom);
// …every other behavior axis is preserved verbatim… // …every other behavior axis is preserved verbatim…
+233 -22
View File
@@ -164,6 +164,28 @@ pub fn release(slot: Option<u64>) -> usize {
} }
} }
/// Tear down a **reused-but-dead** pool entry by its generation stamp (A2). Called by the pipeline
/// builder when the first frame fails on a display [`acquire`] handed back as REUSED — so the retry
/// loop's next `acquire` creates fresh instead of re-wedging on the same corpse. No-op off Linux / if
/// the entry is already gone (idempotent — the subsequent stale-gen lease drop no-ops too).
pub fn mark_failed(gen: u64) {
#[cfg(target_os = "linux")]
linux::mark_failed(gen);
#[cfg(not(target_os = "linux"))]
let _ = gen;
}
/// Invalidate every kept display of `backend` — its compositor instance is gone (a Game↔Desktop switch
/// tore it down), so `/display/state` must stop listing it and its keepalive must be reaped
/// (`design/gamemode-and-dedicated-sessions.md` A4). Called from the session-switch watcher / a
/// per-connect re-detect that finds the previous backend's compositor gone. No-op off Linux.
pub fn invalidate_backend(backend: &str) {
#[cfg(target_os = "linux")]
linux::invalidate_backend(backend);
#[cfg(not(target_os = "linux"))]
let _ = backend;
}
// --------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------
// Linux keep-alive pool // Linux keep-alive pool
// --------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------
@@ -202,6 +224,13 @@ mod linux {
/// exclusive session); on teardown it hands off to a surviving sibling, and only runs when the /// exclusive session); on teardown it hands off to a surviving sibling, and only runs when the
/// group's last member drops. `None` for extend/primary and non-first / non-exclusive members. /// group's last member drops. `None` for extend/primary and non-first / non-exclusive members.
topology_restore: Option<Restore>, topology_restore: Option<Restore>,
/// The launch command this display was created with (`design/gamemode-and-dedicated-sessions.md`
/// A2): keep-alive reuse requires an exact match, so a kept spawn running game A never serves a
/// session launching game B. `None` = a plain desktop / no nested command.
launch: Option<String>,
/// The session epoch at creation (A4). Reuse requires an epoch match; the linger timer reaps
/// entries whose epoch is stale (their compositor instance was replaced under them).
epoch: u64,
/// Generation stamp: a [`DisplayLease`] only releases if its gen still matches (a stale lease /// Generation stamp: a [`DisplayLease`] only releases if its gen still matches (a stale lease
/// — its entry was reused + re-stamped — is a no-op). /// — its entry was reused + re-stamped — is a no-op).
gen: u64, gen: u64,
@@ -210,6 +239,18 @@ mod linux {
/// A per-group topology-restore action (see [`Entry::topology_restore`]). /// A per-group topology-restore action (see [`Entry::topology_restore`]).
type Restore = Box<dyn FnOnce() + Send>; type Restore = Box<dyn FnOnce() + Send>;
/// The result of the keep-alive reuse lookup (A2 validated reuse): a live kept display was reused,
/// a dead one was pulled out (recreate), or nothing matched.
enum ReuseOutcome {
/// A live kept display — the session-facing output to return.
Reused(VirtualOutput),
/// A dead kept display, removed from the pool, plus its group restore (run before the corpse's
/// keepalive drops); the caller falls through to a fresh create.
Dead(Entry, Option<Restore>),
/// No matching kept display.
Miss,
}
/// Hand off a torn-down display's topology restore (design §6.1 — per-group restore): if a /// Hand off a torn-down display's topology restore (design §6.1 — per-group restore): if a
/// same-group (backend) sibling survives in `remaining`, MOVE the restore onto it (a later teardown /// same-group (backend) sibling survives in `remaining`, MOVE the restore onto it (a later teardown
/// runs it); if the group is now empty, RETURN the action so the caller runs it (before dropping the /// runs it); if the group is now empty, RETURN the action so the caller runs it (before dropping the
@@ -245,6 +286,19 @@ mod linux {
}) })
} }
/// Does a pooled entry's session `epoch` still match the current one for reuse / expiry purposes?
/// The session epoch tracks the box's **active-session (desktop) compositor** instance (KWin /
/// Mutter / wlroots) — whose PipeWire node dies with the compositor, so a stale-epoch kept output
/// is a corpse. A **gamescope** spawn is the exact opposite: an independent nested session (its own
/// group), whose node lives with its own child process, wholly unrelated to whatever desktop /
/// game-mode compositor the epoch tracks. So gamescope entries are EXEMPT from the epoch — a desktop
/// switch, or a game-mode gamescope restart, must never invalidate a kept dedicated game session
/// (review findings #2/#5/#6/#7/#10). Their liveness is the `kept_display_alive` node probe + the B2
/// game-exit path + `mark_failed`, not the epoch.
fn epoch_matches(backend: &str, entry_epoch: u64, cur_epoch: u64) -> bool {
backend == "gamescope" || entry_epoch == cur_epoch
}
/// The linger resolution for Linux: the console policy's `keep_alive` when configured, else /// The linger resolution for Linux: the console policy's `keep_alive` when configured, else
/// **Immediate** (today's behavior — a Linux disconnect tears the output down at once). /// **Immediate** (today's behavior — a Linux disconnect tears the output down at once).
fn linger() -> Linger { fn linger() -> Linger {
@@ -262,9 +316,17 @@ mod linux {
fn take_expired(entries: &mut Vec<Entry>, now: Instant) -> (Vec<Entry>, Vec<Restore>) { fn take_expired(entries: &mut Vec<Entry>, now: Instant) -> (Vec<Entry>, Vec<Restore>) {
let mut expired = Vec::new(); let mut expired = Vec::new();
let mut restores = Vec::new(); let mut restores = Vec::new();
// A4 backstop: also reap a KEPT (non-Active) DESKTOP display whose session epoch is stale — its
// compositor instance was replaced (a Game↔Desktop switch / same-kind restart), so its node id
// now means nothing. gamescope spawns are exempt (`epoch_matches` — independent nested sessions).
// An Active entry is left to its own session's capture-loss rebuild (which, under the bumped
// epoch, won't reuse it); `invalidate_backend` clears a whole desktop backend on a known switch.
let cur_epoch = crate::vdisplay::session_epoch();
let mut i = 0; let mut i = 0;
while i < entries.len() { while i < entries.len() {
if entries[i].life.poll_expiry(now) { let dead_epoch = !epoch_matches(entries[i].backend, entries[i].epoch, cur_epoch)
&& !matches!(entries[i].life, lifecycle::State::Active { .. });
if entries[i].life.poll_expiry(now) || dead_epoch {
let mut e = entries.remove(i); let mut e = entries.remove(i);
let backend = e.backend; let backend = e.backend;
if let Some(r) = hand_off_restore(entries, backend, e.topology_restore.take()) { if let Some(r) = hand_off_restore(entries, backend, e.topology_restore.take()) {
@@ -312,13 +374,18 @@ mod linux {
preferred_mode: Option<(u32, u32, u32)>, preferred_mode: Option<(u32, u32, u32)>,
gen: u64, gen: u64,
quit: Arc<AtomicBool>, quit: Arc<AtomicBool>,
reused: bool,
) -> VirtualOutput { ) -> VirtualOutput {
VirtualOutput { // The pooled display is registry-owned; the session holds a gen-stamped lease as its keepalive.
let mut out = VirtualOutput::owned(
node_id, node_id,
remote_fd: None,
preferred_mode, preferred_mode,
keepalive: Box::new(DisplayLease { gen, quit }), Box::new(DisplayLease { gen, quit }),
} );
// A2: tell the pipeline builder this was a REUSED kept display, so a first-frame failure can
// `mark_failed(gen)` (tear the corpse down) rather than re-wedge the retry loop on the same node.
out.reused_gen = reused.then_some(gen);
out
} }
pub(super) fn acquire( pub(super) fn acquire(
@@ -328,6 +395,10 @@ mod linux {
) -> Result<VirtualOutput> { ) -> Result<VirtualOutput> {
ensure_timer(); ensure_timer();
let backend = vd.name(); let backend = vd.name();
// A2 reuse key: the launch command this acquire carries (a kept spawn running game A must never
// be reused for a session launching game B). A4 reuse key: the current session epoch.
let launch = vd.launch_command();
let cur_epoch = crate::vdisplay::session_epoch();
let r = reg(); let r = reg();
// Reap expired first (run any group restores + drop outside the lock). // Reap expired first (run any group restores + drop outside the lock).
@@ -340,28 +411,94 @@ mod linux {
} }
drop(expired); drop(expired);
// Reuse: a kept (lingering/pinned) display of the same backend + mode. A reconnecting session // Reuse: a kept (lingering/pinned) display of the same backend + mode + launch + epoch. A
// re-attaches a fresh PipeWire consumer to the still-live `node_id`. // reconnecting session re-attaches a fresh PipeWire consumer to the still-live `node_id`. Gated
{ // on `vd.poolable_now()` (A1): a gamescope managed/attach acquire must NOT reuse a kept bare-spawn
let mut es = r.entries.lock().unwrap(); // (they share the backend name `"gamescope"`); its `create` builds a `SessionManaged`/`External`
if let Some(e) = es.iter_mut().find(|e| { // output that passes through below.
if vd.poolable_now() {
// Reuse a kept display, matching backend + mode + launch (+ epoch for the desktop backends;
// gamescope spawns are independent nested sessions, exempt from the active-session epoch —
// see `epoch_matches`). The liveness probe (`kept_display_alive`, which may shell `pw-dump`
// for gamescope) must NOT run under the pool lock (it can block / hang the daemon), so:
// 1. find the candidate + snapshot (gen, node_id) UNDER the lock, then release it;
// 2. probe liveness OUTSIDE the lock;
// 3. re-lock and re-find the SAME entry by its gen (another thread may have reused/removed
// it meanwhile — then we just miss and create fresh).
let candidate = {
let es = r.entries.lock().unwrap();
es.iter()
.find(|e| {
matches!( matches!(
e.life, e.life,
lifecycle::State::Lingering { .. } | lifecycle::State::Pinned lifecycle::State::Lingering { .. } | lifecycle::State::Pinned
) && e.backend == backend ) && e.backend == backend
&& e.mode == mode && e.mode == mode
&& e.launch == launch
&& epoch_matches(e.backend, e.epoch, cur_epoch)
})
.map(|e| (e.gen, e.node_id))
};
if let Some((cand_gen, node_id)) = candidate {
let alive = vd.kept_display_alive(node_id); // OUTSIDE the lock (may block)
let reuse = {
let mut es = r.entries.lock().unwrap();
// Re-find the SAME entry by its snapshot gen; skip if it's gone or no longer kept
// (a concurrent reconnect adopted it) — we then miss and create fresh.
match es.iter().position(|e| {
e.gen == cand_gen
&& matches!(
e.life,
lifecycle::State::Lingering { .. } | lifecycle::State::Pinned
)
}) { }) {
// Lingering/Pinned → Active (Acquire::Reuse); side effect matters, value is known. Some(idx) if alive => {
e.life.acquire(); es[idx].life.acquire();
let gen = r.gen.fetch_add(1, Ordering::Relaxed); let gen = r.gen.fetch_add(1, Ordering::Relaxed);
e.gen = gen; es[idx].gen = gen;
let out = output_for(e.node_id, e.preferred_mode, gen, quit); let preferred_mode = es[idx].preferred_mode;
tracing::info!( tracing::info!(
backend, backend,
node_id = e.node_id, node_id,
"virtual display reused (keep-alive reconnect)" "virtual display reused (keep-alive reconnect)"
); );
return Ok(out); ReuseOutcome::Reused(output_for(
node_id,
preferred_mode,
gen,
quit.clone(),
true,
))
}
Some(idx) => {
// Dead kept display: remove it, hand off its group restore, create fresh.
let mut dead = es.remove(idx);
let restore = hand_off_restore(
&mut es,
dead.backend,
dead.topology_restore.take(),
);
ReuseOutcome::Dead(dead, restore)
}
None => ReuseOutcome::Miss, // adopted/removed by another thread
}
};
match reuse {
ReuseOutcome::Reused(out) => return Ok(out),
ReuseOutcome::Dead(dead, restore) => {
// Outside the lock: re-enable physicals (if the group emptied) then drop the
// corpse's keepalive (may block) — then fall through to a fresh create below.
if let Some(rst) = restore {
rst();
}
tracing::info!(
backend,
"virtual display: kept display was dead — recreating (validated reuse)"
);
drop(dead);
}
ReuseOutcome::Miss => {}
}
} }
} }
@@ -381,13 +518,18 @@ mod linux {
// the group arrangement (manual per-slot positions) + the state slot. // the group arrangement (manual per-slot positions) + the state slot.
let identity_slot = vd.last_identity_slot(); let identity_slot = vd.last_identity_slot();
// wlroots (remote_fd = Some, sandboxed xdpw portal) can't be kept without re-opening the // Pool ONLY a registry-owned display on the default PipeWire daemon
// portal fd per attach — pass it through unchanged (capturer owns it, teardown on drop). The // (design/gamemode-and-dedicated-sessions.md A1). Pass through, unchanged (capturer owns the
// poolable backends put their node on the default daemon (remote_fd = None). // keepalive, teardown on drop), everything else:
if real.remote_fd.is_some() { // * `External`/`SessionManaged` — gamescope attach / managed session: the gamescope module
// owns their lifecycle (its own restore machinery), so the registry must not keep them
// (the stale-node reuse wedge). Their unit keepalive tears nothing down on drop.
// * `remote_fd = Some` — wlroots' sandboxed xdpw portal fd can't be re-opened per attach.
if real.ownership != crate::vdisplay::DisplayOwnership::Owned || real.remote_fd.is_some() {
tracing::debug!( tracing::debug!(
backend, backend,
"virtual display not poolable (portal fd) — keep-alive off for this backend" ownership = ?real.ownership,
"virtual display not registry-poolable — keep-alive off (owner keeps it / portal fd)"
); );
return Ok(real); return Ok(real);
} }
@@ -410,6 +552,8 @@ mod linux {
backend, backend,
identity_slot, identity_slot,
topology_restore, topology_restore,
launch: launch.clone(),
epoch: cur_epoch,
gen, gen,
}; };
@@ -455,7 +599,7 @@ mod linux {
if (position.x, position.y) != (0, 0) { if (position.x, position.y) != (0, 0) {
vd.apply_position(position.x, position.y); vd.apply_position(position.x, position.y);
} }
Ok(output_for(node_id, preferred_mode, gen, quit)) Ok(output_for(node_id, preferred_mode, gen, quit, false))
} }
/// The [`DisplayLease`] `Drop` path: release the session's hold on the pooled display. The /// The [`DisplayLease`] `Drop` path: release the session's hold on the pooled display. The
@@ -704,6 +848,71 @@ mod linux {
n n
} }
/// A2 — tear down a reused-but-dead pool entry by its generation stamp. Removes it (hand off /
/// run its group restore), drops the keepalive outside the lock. Idempotent (already gone → no-op).
pub(super) fn mark_failed(gen: u64) {
let Some(r) = REG.get() else { return };
let (torn, restore) = {
let mut es = r.entries.lock().unwrap();
let Some(idx) = es.iter().position(|e| e.gen == gen) else {
return; // already gone — the subsequent stale-gen lease drop no-ops too
};
let mut e = es.remove(idx);
let backend = e.backend;
let restore = hand_off_restore(&mut es, backend, e.topology_restore.take());
(e, restore)
};
if let Some(rst) = restore {
rst(); // outside the lock, before the keepalive drops
}
tracing::warn!(
backend = torn.backend,
"virtual display: reused kept display was dead on first frame — torn down (A2 mark_failed)"
);
drop(torn); // keepalive Drop outside the lock (may block)
}
/// A4 — invalidate every kept display of `backend` (its compositor instance is gone). Removes them
/// all (any lifecycle state — a dead compositor's Active entries are doomed too; their sessions
/// rebuild), runs/hands off group restores, drops keepalives outside the lock (they hit dead
/// sockets and fail fast). Mirrors `force_release`'s shape but selects by backend, not slot/state.
pub(super) fn invalidate_backend(backend: &str) {
let Some(r) = REG.get() else { return };
let (removed, restores) = {
let mut es = r.entries.lock().unwrap();
let mut out = Vec::new();
let mut restores = Vec::new();
let mut i = 0;
while i < es.len() {
if es[i].backend == backend {
let mut e = es.remove(i);
let b = e.backend;
if let Some(rst) = hand_off_restore(&mut es, b, e.topology_restore.take()) {
restores.push(rst);
}
out.push(e);
} else {
i += 1;
}
}
(out, restores)
};
if removed.is_empty() {
return;
}
for restore in restores {
restore();
}
tracing::info!(
backend,
count = removed.len(),
"virtual displays invalidated — compositor instance gone (A4 session switch)"
);
for e in removed {
drop(e); // outside the lock
}
}
/// The session's refcount handle — the `keepalive` the capturer holds. `Drop` releases the /// The session's refcount handle — the `keepalive` the capturer holds. `Drop` releases the
/// registry hold; a stale lease (its entry was reused + re-stamped, or torn down) is a no-op. /// registry hold; a stale lease (its entry was reused + re-stamped, or torn down) is a no-op.
struct DisplayLease { struct DisplayLease {
@@ -744,6 +953,8 @@ mod linux {
backend, backend,
identity_slot: None, identity_slot: None,
topology_restore: restore, topology_restore: restore,
launch: None,
epoch: 0,
gen, gen,
} }
} }
@@ -31,10 +31,10 @@ use windows::Win32::System::Threading::{
CreateMutexW, OpenProcess, WaitForSingleObject, PROCESS_SYNCHRONIZE, CreateMutexW, OpenProcess, WaitForSingleObject, PROCESS_SYNCHRONIZE,
}; };
use super::{Mode, VirtualOutput}; use super::{DisplayOwnership, Mode, VirtualOutput};
use crate::win_display::{ use crate::win_display::{
force_extend_topology, isolate_displays_ccd, resolve_gdi_name, restore_displays_ccd, count_other_active, force_extend_topology, isolate_displays_ccd, resolve_gdi_name,
set_active_mode, set_virtual_primary_ccd, SavedConfig, restore_displays_ccd, set_active_mode, set_virtual_primary_ccd, SavedConfig,
}; };
/// The per-backend REMOVE key the driver stamps on ADD and consumes on REMOVE. SudoVDA keys monitors by /// The per-backend REMOVE key the driver stamps on ADD and consumes on REMOVE. SudoVDA keys monitors by
@@ -531,6 +531,9 @@ impl VirtualDisplayManager {
mgr: self, mgr: self,
gen: mon.gen, gen: mon.gen,
}), }),
// The Windows manager owns the monitor lifecycle (refcount/linger/pin), so the registry
// (which delegates to it via `vd.create`) treats it as Owned.
ownership: DisplayOwnership::Owned,
} }
} }
@@ -670,16 +673,32 @@ impl VirtualDisplayManager {
ccd_saved = unsafe { isolate_displays_ccd(added.target_id) }; ccd_saved = unsafe { isolate_displays_ccd(added.target_id) };
} }
Topology::Primary => { Topology::Primary => {
// The IDD auto-activates as the SOLE display on a headless box, so the // On a headless box the IDD auto-activates as the SOLE display, so a physical
// physical (if present) is deactivated and QueryDisplayConfig sees only the // (if present) is deactivated and QueryDisplayConfig sees only the virtual —
// virtual. Force EXTEND first to (re)activate every CONNECTED display // force EXTEND to (re)activate every connected display alongside the virtual,
// alongside the virtual, THEN reposition to make the virtual primary — so the // THEN reposition to make the virtual primary. BUT on a box whose physical is
// physical stays active. (The bring-up above only force-EXTENDs when the // ALREADY active (the IDD came up extended beside it — the common desktop case),
// virtual FAILS to auto-resolve; here it resolved, so we do it explicitly.) // that physical is already lit at its real mode; re-applying the bare
// SAFETY: `force_extend_topology` drives the CCD topology FFI (no args, no borrowed // `SDC_TOPOLOGY_EXTEND` preset would only re-pull each display's mode from the
// memory), under the `state` lock — the sole topology mutator. // persistence DB, RESETTING a 120 Hz panel to 60 Hz. So force-EXTEND only when the
// virtual is currently sole; otherwise skip straight to the reposition, which
// re-supplies each physical's QUERIED mode verbatim (preserving its refresh).
// SAFETY: `count_other_active` runs the CCD QueryDisplayConfig FFI (Copy target id
// by value, owned result), under the `state` lock.
let already_extended =
unsafe { count_other_active(added.target_id) }.unwrap_or(0) > 0;
if already_extended {
tracing::info!(
"display topology=primary — a physical display is already active; \
skipping force-EXTEND (preserves its refresh) before making the \
virtual primary"
);
} else {
// SAFETY: `force_extend_topology` drives the CCD topology FFI (no args, no
// borrowed memory), under the `state` lock — the sole topology mutator.
unsafe { force_extend_topology() }; unsafe { force_extend_topology() };
thread::sleep(Duration::from_millis(300)); thread::sleep(Duration::from_millis(300));
}
// SAFETY: `set_virtual_primary_ccd` takes the `Copy` target id by value and returns // SAFETY: `set_virtual_primary_ccd` takes the `Copy` target id by value and returns
// an owned `SavedConfig` (no borrowed memory crosses), under the `state` lock. // an owned `SavedConfig` (no borrowed memory crosses), under the `state` lock.
ccd_saved = unsafe { set_virtual_primary_ccd(added.target_id) }; ccd_saved = unsafe { set_virtual_primary_ccd(added.target_id) };
@@ -384,8 +384,10 @@ unsafe fn query_active_config() -> Option<SavedConfig> {
} }
/// Count currently-ACTIVE display paths whose target id != `keep_target_id` — i.e. displays that would /// Count currently-ACTIVE display paths whose target id != `keep_target_id` — i.e. displays that would
/// still be lit besides the virtual one. `None` on query failure. Used to VERIFY isolation actually took. /// still be lit besides the virtual one. `None` on query failure. Used to VERIFY isolation actually
unsafe fn count_other_active(keep_target_id: u32) -> Option<u32> { /// took, and (in the `primary` topology) to detect a physical that is ALREADY active so we can skip a
/// force-EXTEND that would reset its refresh.
pub(crate) unsafe fn count_other_active(keep_target_id: u32) -> Option<u32> {
let (paths, _) = query_active_config()?; let (paths, _) = query_active_config()?;
Some( Some(
paths paths
+11 -2
View File
@@ -33,7 +33,11 @@
Companion docs: `design/implementation-plan.md` §6 (virtual displays), `design/vrr-plan.md` Companion docs: `design/implementation-plan.md` §6 (virtual displays), `design/vrr-plan.md`
(pacing — out of scope here), `design/gamescope-multiuser.md` (per-session isolation — adjacent, (pacing — out of scope here), `design/gamescope-multiuser.md` (per-session isolation — adjacent,
not required). not required), **`design/gamemode-and-dedicated-sessions.md`** (PLANNED — reconciles this layer
with session-mobile Bazzite/SteamOS hosts: display **ownership classes** so the registry stops
pooling gamescope managed/attach outputs it doesn't own, validated reuse + invalidation, the
§5.1 "policy replaces the managed 5 s debounce" promise actually implemented, and the dedicated
per-launch gamescope game sessions built on it).
## 1. Goal ## 1. Goal
@@ -590,7 +594,12 @@ out per-host instead of lying:
The **attach** gamescope sub-mode never owns the display (it mirrors a foreign gamescope) — the The **attach** gamescope sub-mode never owns the display (it mirrors a foreign gamescope) — the
registry records it as an unmanaged pass-through slot: no keep-alive, no topology, no identity, registry records it as an unmanaged pass-through slot: no keep-alive, no topology, no identity,
conflict = join-only. That's just codifying reality. conflict = join-only. That's just codifying reality. **Gap (2026-07-05):** the shipped registry
does NOT implement this row — it pools every `remote_fd == None` output, including the
managed/attach/SteamOS paths' unit-keepalive outputs, which double-owns the managed session
against the gamescope module's own restore worker (stale-node reuse wedge on game-mode
reconnect). The fix — explicit display **ownership classes** + registry-owned managed-session
restore — is designed in `design/gamemode-and-dedicated-sessions.md` Part A.
## 8. Management API, web console, tray ## 8. Management API, web console, tray
+439
View File
@@ -0,0 +1,439 @@
# Game-mode integration & dedicated game sessions — design
> **Status: IMPLEMENTED (2026-07-05), Linux on-glass validation pending.** Parts A (A1A5) and B
> (B0B2) landed; `cargo build`/`test --workspace`/`clippy -D warnings`/`fmt` green, OpenAPI
> regenerated. It reconciles the shipped display-management layer (`design/display-management.md`,
> Stages 05 merged `95b3496`) with **session-mobile hosts** — Bazzite/SteamOS boxes that flip
> between Steam Game Mode (gamescope) and a KDE/GNOME desktop — and adds **dedicated game sessions**:
> a `game_session=dedicated` policy that serves every library launch from its own host-spawned
> headless gamescope at the client's exact mode, booting straight into the game with no Steam Big
> Picture and no game mode.
>
> ## Implementation status (as-built — read the deviations)
>
> - **A1 (ownership classes) — DONE.** `DisplayOwnership {Owned, External, SessionManaged}` on
> `VirtualOutput`; the registry pools only `Owned` outputs on the default daemon. gamescope
> spawn = `Owned`, attach = `External`, managed/SteamOS = `SessionManaged`, KWin/Mutter/Windows =
> `Owned`, wlroots = `Owned` but gated out by `remote_fd`. Plus `VirtualDisplay::poolable_now()`
> so a managed/attach acquire never reuses a kept bare-spawn. **This alone removes the reported
> Bazzite game-mode-reconnect stale-node wedge** (managed sessions are no longer pooled).
> - **A2 (validated reuse) — DONE.** Reuse keys on `(backend, mode, launch, epoch)`;
> `VirtualDisplay::kept_display_alive()` (gamescope checks its node is still present) tears a dead
> kept display down and recreates; `VirtualOutput::reused_gen` + `registry::mark_failed(gen)` on a
> reused-display first-frame failure so the retry loop creates fresh instead of re-wedging.
> - **A3 (managed restore) — DONE, but DEVIATES from the plan below.** The managed/SteamOS session
> is a **single-instance box singleton** (one Steam per uid), so making it a registry-`Owned` pool
> entry (as §4-A3 sketches) collides with its single-instance nature on a mode-change relaunch
> (two `ManagedSessionHandle` drops fighting over the shared `SESSION_UNIT`/autologin). Since A1
> already fixed the wedge, A3 instead **keeps the managed session's own single-instance lifecycle**
> (`MANAGED_SESSION`/`STOPPED_AUTOLOGIN`/`STEAMOS_TOOK_OVER` + the restore worker) and makes only
> its **restore policy-driven**: `schedule_restore_tv_session` reads `restore_delay()` = the
> `keep_alive` policy (`off`→0s, `duration`→N s, **`forever`→never** = gaming-rig held, unconfigured
> →5s bit-for-bit). Plus **crash-restore persistence** (`$XDG_RUNTIME_DIR/punktfunk-session-takeover.json`
> → `restore_takeover_on_startup`) and the **SIGKILL-teardown** experiment in `stop_session`
> (followups.md #1/#7). *Not done:* `/display/release` freeing a `forever`-held managed session
> (managed isn't a registry entry) — a forever managed box returns to gaming mode by manual switch
> or host restart (documented; acceptable for a dedicated couch appliance).
> - **A4 (session epoch) — DONE.** `session_epoch()`/`bump_session_epoch()` + `ActiveSession.compositor_pid`;
> `observe_session_instance()` (called from the per-connect resolve, the mid-stream watcher, the
> capture-loss re-detect, and the GameStream acquire) bumps the epoch + `registry::invalidate_backend`
> on a compositor-instance change (kind change OR same-kind restart). `take_expired` also reaps
> kept dead-epoch entries.
> - **A5 (addressed discovery) — PARTIAL.** Per-spawn **log** (`$XDG_RUNTIME_DIR/punktfunk-gamescope-<inst>.log`)
> + **scoped node discovery** (`find_gamescope_node_scoped` by `application.process.id` /
> `descends_from`) — fixes concurrent bare-spawn VIDEO-node ambiguity (the load-bearing correctness
> part). **DEFERRED:** the per-instance **EIS input relay** — the injector-coupling rework the map
> warned about ("EIS setup timed out"); input for concurrent gamescopes stays on the global relay,
> which is exactly `design/gamescope-multiuser.md` scope. Noted there.
> - **B0 (dedicated routing) — DONE.** `GameSession {Auto, Dedicated}` — a **top-level** `DisplayPolicy`
> field (NOT in `EffectivePolicy`, so presets don't clobber it). `pick_gamescope_mode` gains a leading
> `dedicated_launch` that forces `Spawn` (below explicit operator env, above managed-infra/foreign);
> `wants_dedicated_game_session()` (launch present ∧ policy dedicated ∧ gamescope available, else
> honest `auto` fallback) → `resolve_compositor(pref, dedicated)` forces gamescope; threaded through
> `apply_input_env(chosen, dedicated_launch)`. Steam URIs are shaped `steam -silent steam://…`
> (`shape_dedicated_command`). GameStream shares the dispatch.
> - **B1 (Steam single-instance takeover) — FOCUSED.** A dedicated **Steam** spawn frees the box's
> autologin/game-mode Steam first (`is_steam_launch``stop_autologin_sessions`, restored on session
> end via the A3 machinery). *Not done:* force-releasing a *kept dedicated Steam* session for a
> *different* Steam game (two concurrent dedicated Steam sessions) — rare; documented degradation.
> - **B2 (game-exit clean end) — DONE.** A dedicated gamescope session whose node vanishes
> (`dedicated_game_exited()` — gamescope is single-app, dies with its game) ends the session with the
> new `APP_EXITED_CLOSE_CODE` (0x52) so launcher clients return to their library, instead of the 40 s
> capture-loss rebuild timeout.
> - **B3 (docs/console) — this block + docs-site + CLAUDE.md; the web console toggle is the remaining
> surface.** The `game_session` axis is in the API + OpenAPI now.
>
> **Adversarial review pass (2026-07-05):** a multi-agent review confirmed 11 findings, all fixed:
> (1) `registry::acquire` held the pool mutex across the `pw-dump` liveness probe → the probe now runs
> OUTSIDE the lock (snapshot candidate under lock → probe → re-lock + re-find by gen); (25,7,10) the
> session epoch / `invalidate_backend` wrongly tore down **independent gamescope spawns** on any Gaming
> pid flap (the CRITICAL "dedicated Steam on a game-mode box self-destructs" — B1 stopping the autologin
> flipped the winning PID) → `observe_session_instance` now acts ONLY on **desktop** compositor changes,
> and `epoch_matches` exempts gamescope from the epoch (reuse + reap); (3) a dedicated-Steam reconnect
> didn't cancel the pending TV restore (reuse skips `create`) → `cancel_pending_tv_restore()` on every
> connect; (4,8) B2 game-exit used the UNSCOPED node scan → now scoped to the session's own `node_id`
> (threaded through the pipeline); (9) an unknown launch id → blank gamescope → dedicated now gated on
> the launch RESOLVING to a command. All green after fixes (`test --workspace` 360).
>
> **Remaining before this is "shipped":** Linux on-glass validation (`.116` Bazzite-KWin game-mode
> reconnect under presets, `.21`/`.116` dedicated launch, gaming-rig-forever held-managed, crash-restore,
> SIGKILL-teardown F44 check), and the two documented deferrals (A5 per-instance EIS relay →
> gamescope-multiuser; B1 concurrent-dedicated-Steam release).
>
> The **PLAN as originally written follows** — it still reads as "PLANNED"; the status block above is
> the authority on what actually shipped and where it deviates.
Companion docs: `design/display-management.md` (the policy/registry layer this reconciles — its
§7 capability matrix and §5.1 gamescope semantics are amended here),
`design/session-aware-host-followups.md` (open session-switch limitations #1/#7 are resolved by
Part A3 below), `design/gamescope-multiuser.md` (per-session input/audio isolation — adjacent;
Part B deliberately stops short of it and cross-references instead).
## 1. The two problems
**(A) The display-management rewrite does not compose with Bazzite game mode / KDE switching.**
The registry (`vdisplay/registry.rs`) assumes it owns every display it pools: it holds the
backend keepalive, decides linger/pin/teardown from the policy, and reuses kept displays by
`(backend, mode)`. On a session-mobile box that assumption is false twice over — the gamescope
managed/attach paths hand it outputs whose lifecycle is owned by *other* machinery
(`MANAGED_SESSION` + the debounced TV-restore worker), and the compositor under **every** Linux
backend can be killed and replaced at any moment by a Game↔Desktop switch. The result is pool
entries that lie: they linger or pin while the session behind them is torn down, then get reused
as dead nodes and wedge the whole retry budget.
**(B) Library launches deserve a first-class "just the game" mode.** Today a library launch on a
Bazzite box rides the managed `gamescope-session-plus` Steam session (Big Picture at the client's
mode, launch forwarded into the running Steam) — the game appears, but inside game mode's whole
UX, with Steam BPM boot time and game-mode ownership of the box. The bare-spawn path that nests
*just* the resolved command in a headless gamescope already exists and works — but the sub-mode
ladder makes it unreachable exactly where users want it most (any box with session-plus/SteamOS
infra picks managed). The ask: a host option so a library launch **always** gets a dedicated
gamescope session at the client's requested mode — game boots directly; non-Steam titles
instantly, Steam titles without any UI to navigate.
These are one design because both reduce to the same question: **who owns a gamescope session's
lifecycle, and how does the registry know?** Part A answers it for what exists; Part B builds the
new launch mode on the answer.
## 2. Failure inventory (code-anchored)
What actually goes wrong today, in dependency order:
1. **The registry pools externally-owned outputs.** `registry::linux::acquire` pools every output
with `remote_fd == None`. The gamescope **managed**, **SteamOS-takeover**, and **attach** paths
all return `remote_fd: None` with `keepalive: Box::new(())` (`gamescope.rs::create_managed_session`
/ `create_managed_session_steamos` / the attach arm) — a unit keepalive that keeps *nothing*
alive. The pool entry claims ownership of a display it cannot hold or tear down.
2. **Two lifecycle owners for the managed session → stale-node reuse wedge.** The real managed
lifecycle is `MANAGED_SESSION` + `PENDING_RESTORE` + `RESTORE_DEBOUNCE` (hardcoded 5 s) + the
restore worker, which stops the session and restarts the TV autologin. With any `keep_alive`
policy configured, a disconnect leaves a registry entry Lingering (e.g. 300 s) while the restore
worker kills the session at 5 s. A reconnect inside the linger window **reuses the dead
`node_id`**; capture fails "no PipeWire frame within 10s"; the capturer drop returns the entry to
Lingering; `build_pipeline_with_retry` re-acquires the **same corpse** on every attempt — all 8
retries wedge (~90 s). This is the `.41`-class "game-mode reconnect broken" symptom, now
*manufacturable on any Bazzite box by clicking a console preset*.
3. **`gaming-rig` (keep_alive=forever) is a lie on gamescope.** Design §5.1 promised "the policy
duration replaces the hardcoded 5 s debounce; forever = the TV session is never auto-restored".
Never implemented: the restore worker doesn't read the policy, so `forever` pins an entry whose
session the worker restores away regardless.
4. **A session switch leaves zombie entries.** The mid-stream watcher rebuild and the per-connect
re-detect drop the old backend's lease → the old entry lingers/pins **for a compositor that no
longer exists** (KWin dies on the switch to game mode; the game-mode gamescope dies on the switch
to desktop). `/display/state` lies; expiry drops keepalives into dead compositors; a
Desktop→Game→Desktop bounce brings up a *new* KWin whose node-id space has no relation to the
kept entry's — reuse hands out a number that now means nothing.
5. **Discovery is ambient and ambiguous.** One shared spawn log (`/tmp/punktfunk-gamescope.log`),
name-based node discovery (`find_gamescope_node` returns *any* `gamescope` `Video/Source`), and
one global EIS relay file (`punktfunk-gamescope-ei`). Correct only while at most one gamescope
exists per uid. A kept spawn + live game mode, two concurrent spawns, or (Part B) a dedicated
session next to game mode can capture the wrong node and inject into the wrong session.
6. **Stock Bazzite restarts the systemd user manager on every Game↔Desktop switch** (observed on
`.41`: user-manager PID churn), killing the host, the compositor, and the pool together. Inherent
— keep-alive **cannot** span a switch on a stock setup (the headless-appliance setup —
`enable-linger` + `multi-user.target` — keeps the host alive and can). Separately, the takeover
bookkeeping (`STOPPED_AUTOLOGIN`, `STEAMOS_TOOK_OVER`, the SteamOS drop-in) is process memory
only: a host crash mid-stream strands the box out of game mode with no restore on restart.
## 3. Design principles
- **One owner per display.** Every `VirtualOutput` declares who owns its lifecycle; the registry
pools only what it owns. This extends the CLAUDE.md invariant ("display lifecycle is owned by
the registry; sessions hold leases") with its honest converse: *what the registry does not own,
it must not pretend to keep.*
- **Keep-alive is an optimization, never a failure mode** (display-management §3, now enforced):
reuse validates liveness; a failed reuse invalidates and creates fresh; the retry budget is
never spent twice on the same corpse.
- **The compositor instance, not the host process, is the unit of session truth.** A session
epoch invalidates every display created under a previous compositor instance — kind changes
*and* same-kind restarts.
- **Addressed, not ambient, discovery.** Every spawned gamescope gets its own log, its own node
resolution, its own EIS relay. Global singletons are what break the moment two sessions coexist.
- **Launch identity is part of display identity.** A kept display running game A must never be
handed to a session asking for game B.
## 4. Part A — ownership & session mobility
### A1. Ownership classes (the structural fix — ship first)
`VirtualOutput` gains an ownership declaration:
```rust
pub enum DisplayOwnership {
/// The registry owns lifecycle: pool, linger, pin, tear down. (KWin, Mutter, gamescope
/// SPAWN, Windows manager-delegated.)
Owned,
/// Someone else's display, mirrored: no keep-alive, no topology, no reuse — codifies the
/// display-management §7 "attach = unmanaged pass-through" row the code never implemented.
/// (gamescope ATTACH; wlroots stays gated on remote_fd as today.)
External,
/// A box-level session the gamescope module manages (managed session-plus / SteamOS
/// takeover). Pass-through at A1 (capturer owns the lease as pre-Stage-1); A3 converts it
/// to Owned by giving the registry the real keepalive + restore duty.
SessionManaged,
}
```
The registry pools `Owned` only; `External`/`SessionManaged` pass through unchanged (today's
pre-registry behavior — teardown-on-capturer-drop is a no-op for their unit keepalives, and the
existing gamescope-module machinery keeps doing what it does). `remote_fd == Some` keeps its gate.
Effect: failures 13 stop being reachable from the console — a preset can no longer create lying
entries for game-mode sessions. Smallest possible diff; everything else layers on it. Until A3
lands, keep-alive on gamescope managed/attach honestly reports **unsupported** in
`/display/state` capabilities instead of pretending.
### A2. Validated reuse, invalidation, launch key
- **Launch key.** `Entry` gains `launch: Option<String>` (the resolved launch command the display
was created with; `None` = plain desktop). Reuse requires `(backend, mode, launch)` equality.
Without this, a kept spawn running game A is reused for a session that asked to launch game B —
latent today (unconfigured Linux lingers Immediate), live the moment keep-alive + launches
combine, load-bearing for Part B.
- **Liveness probe at reuse.** New trait method, default honest:
`fn kept_display_alive(&mut self, node_id: u32) -> bool { true }` — gamescope-spawn checks the
child (`try_wait`) *and* the node; KWin/Mutter check the node still exists on the default
daemon (one cheap PipeWire registry roundtrip — no capture attach). A dead entry is torn down
(its group restore handed off / run) and the acquire falls through to a fresh create.
- **Invalidation on reuse failure.** `acquire` marks the returned `VirtualOutput` as reused (a
flag on the lease/gen); when `build_pipeline`'s first-frame fails on a **reused** display, it
calls `registry::mark_failed(gen)` before returning the error — the entry is torn down, so the
retry loop's next `acquire` **creates fresh** instead of re-wedging on the same corpse. This is
the direct fix for failure 2's 8×10 s wedge shape, and it holds for every future way a kept
display can silently die.
### A3. One owner for the managed session (registry-owned restore)
The managed/SteamOS paths become `Owned` by giving the registry the two things it lacks:
- **A real keepalive.** `create_managed_session*` returns a `ManagedSessionHandle` whose `Drop`
performs today's `do_restore_tv_session` duty: stop the transient unit / remove the SteamOS
drop-in, then restart the autologin **iff no desktop session is active** (the existing guard
moves in verbatim — a user who switched to KDE mid-linger is never yanked back to game mode).
- **The policy as the debounce.** The registry linger *is* the restore delay: unconfigured
default = 5 s (bit-for-bit today's `RESTORE_DEBOUNCE`), a configured duration replaces it,
`forever` = never auto-restore — `gaming-rig` finally means on a Bazzite couch box what its
story says, released via `/display/release` or the tray. A reconnect inside the linger is a
registry **reuse** (the same warm-session fast path `PENDING_RESTORE`-cancel gives today, now
with A2 validation); a different requested mode tears down + relaunches through the registry
(gamescope's honest "reconfigure = recreate").
- **Retire the parallel machinery.** `PENDING_RESTORE`, `RESTORE_DEBOUNCE`,
`start_restore_worker`, and the `restore_managed_session()` call sites go away — the registry
linger timer is the one timer. `MANAGED_SESSION` survives only as the module's mode/unit cache.
`STOPPED_AUTOLOGIN`/`STEAMOS_TOOK_OVER` stay as the *mechanics* the handle's Drop consumes.
- **Persist the takeover.** The stopped-unit list + SteamOS-drop-in marker are written to
`$XDG_RUNTIME_DIR/punktfunk-session-takeover.json` at takeover, cleared at restore. On host
startup, a leftover file (crash / service restart mid-stream) schedules a restore after a short
reconnect grace — with the same active-desktop guard. A crashed host no longer strands the TV.
- **Teardown signal.** Adopt the parked follow-ups doc #1 experiment here: the handle's stop uses
`systemctl --user kill --signal=SIGKILL <unit>` (+ `stop`/`reset-failed` to clear unit state)
instead of plain SIGTERM stop, testing the hypothesis that skipping gamescope's crashy SIGTERM
teardown avoids the F44 GPU-context leak. A3's validation pass is the natural place to measure
it; fall back to SIGTERM if SIGKILL misbehaves. Follow-ups #7 (restore-guard/keep-warm
interaction) dissolves: "keep warm" is now just `keep_alive: forever`.
### A4. Session epoch & backend invalidation
- **`vdisplay::session_epoch()`** — a host-global counter bumped whenever session detection
observes a different compositor **instance**: an `ActiveKind` change *or* a new compositor PID
for the same kind (the Desktop→Game→Desktop bounce). Entries stamp their creation epoch; reuse
requires an epoch match; the linger timer reaps entries from dead epochs (their keepalive Drops
hit dead sockets and fail fast; the registry already drops outside the lock).
- **Watcher hook.** A `SessionSwitch` (and a per-connect re-detect that finds the previous
backend's compositor gone) additionally calls `registry::invalidate_backend(old)` so
`/display/state` is honest immediately rather than at the next expiry poll.
- **Stock-Bazzite user-manager restarts** stay inherent: the host dies with the switch, the pool
dies with the host, and that is documented ("keep-alive spans a Game↔Desktop switch only on the
headless-appliance setup"). The persisted takeover file (A3) is what survives.
### A5. Addressed discovery (Part-B prerequisite)
- **Per-spawn log**: `$XDG_RUNTIME_DIR/punktfunk-gamescope-<gen>.log`; the spawned instance's
node id is parsed from *its* log only.
- **Scoped node discovery**: PipeWire node props carry `application.process.id` — a spawn's node
must belong to our child's PID tree (`descends_from`, already written); managed/attach
discovery conversely **excludes** nodes owned by our spawned children. `find_gamescope_node`
grows a scope parameter instead of "first node named gamescope".
- **Per-instance EIS relay**: `punktfunk-gamescope-ei-<gen>`, path carried on `VirtualOutput`
(the gamescope-multiuser doc's item 1), with the injector service resolving the session's own
relay for gamescope sessions (a narrow slice of its item 2 — the shared injector stays for the
portal backends, where shared input is correct and where per-session churn caused the historic
"EIS setup timed out" wedge).
### Part A validation (on-glass, `.116` Bazzite KWin/AMD + Deck `.253`; `.21` for spawn-on-GNOME)
1. Game-mode reconnect: connect → disconnect → reconnect inside game mode, under *every* preset
incl. `gaming-rig` (the failure-2/3 repro — must reuse the warm session or cleanly recreate,
never wedge the retry budget).
2. Game↔Desktop switch mid-linger both directions; Desktop→Game→Desktop bounce (epoch test);
`/display/state` never lists a display whose compositor is dead.
3. `gaming-rig` on Bazzite: TV stays off until `/display/release`; a KDE switch mid-linger is not
yanked back to game mode.
4. Kill -9 the host mid-takeover → restart → TV session restored (persisted-takeover test).
5. Two gamescopes coexisting (kept spawn + game mode): capture and input land in the right one.
## 5. Part B — dedicated game sessions for library launches
### 5.1 What it is
A session that carries a launch id (native `Hello.launch`, the GTK `--browse`/`--launch` flows,
Decky pins, GameStream apps with a library id) can be served by a **dedicated gamescope
session**: a host-spawned headless gamescope at exactly the client's WxH@Hz whose nested command
is the resolved game. No Steam Big Picture, no game mode, no desktop involvement. Session end
returns the client to its launcher (already shipped behavior); the game survives disconnects per
`keep_alive` — the Apollo-style detach/reattach the design always wanted, now per-game.
### 5.2 Policy surface
One new axis in `display-settings.json` (same store/PUT/console pattern; serde-defaulted so
existing files are untouched):
```json5
// How a session that LAUNCHES a game is served:
// "auto" today's routing: the launch rides whatever session the box is in (managed
// Steam session on Bazzite/SteamOS, bare spawn on plain distros, spawned into
// the live desktop on KWin/Mutter/wlroots)
// "dedicated" a launching session always gets its own headless gamescope at the client's
// mode, nesting just the game
"game_session": "auto"
```
Sessions **without** a launch id are untouched by this axis — desktop streaming routes exactly as
today. `dedicated` degrades honestly: no gamescope binary → log + fall back to `auto`. Console: a
toggle on the Virtual displays card (it is a display-lifecycle decision) with one story line.
Deliberate non-options for v1: per-entry overrides (schema keys allow a later
`"per_entry": {"<id>": …}` overlay) and a client-requested Hello byte ("launch dedicated") — host
policy first, protocol growth when a client actually wants to differ per connect.
### 5.3 Routing & command shaping
- **Sub-mode ladder.** `pick_gamescope_mode` (pure, unit-tested) gains a leading
`dedicated_launch: bool` input that forces `Spawn`, outranking managed-infra/foreign-attach
(explicit operator `MANAGED`/`ATTACH`/`NODE` envs still win — they are debug/CI overrides).
`resolve_compositor` computes it: launch id present ∧ policy `dedicated` ∧ gamescope available
→ chosen = `Gamescope`, spawn sub-mode; `launch_is_nested` then routes the command into the
spawn as today.
- **Non-Steam entries** (custom / lutris / heroic): the resolved command nests directly — truly
instant (gamescope up in ~1 s, then the game's own boot).
- **Steam entries** (`steam steam://rungameid/<id>`): Steam is single-instance per uid, so:
1. Command shape becomes `steam -silent steam://rungameid/<id>` in dedicated mode — `-silent`
suppresses the Steam main window so the game is the gamescope focus. **Empirical validation
item** (behavior of `-silent` under a fresh nested Steam); fallback is the plain URI form
(a briefly-visible Steam client, still no BPM navigation).
2. If another same-uid Steam is live (game mode autologin, a kept managed session, a kept
dedicated Steam session): **take Steam over first** — force-release kept entries whose
`launch` is a Steam title, stop the autologin via the A3-owned takeover (persisted state,
policy-driven restore). This reuses the exact machinery game mode streaming already needs;
`dedicated` adds no new churn class.
- **Game exit ends the session.** When the nested command exits (user quits the game), the
gamescope child dies; today's capture-loss path would rebuild an empty session. Dedicated
sessions instead end cleanly: the rebuild path consults the keepalive child (`try_wait`) and a
confirmed child exit becomes a typed session end (host closes QUIC with a new
`APP_EXITED_CLOSE_CODE`, sibling of `QUIT_CLOSE_CODE` 0x51, so launchers can distinguish "game
ended" from an error) with `force_immediate` release. Clients need no change to *work* (they
already return to the launcher on session end); the typed code is polish they can adopt.
- **Mid-stream `Reconfigure`** on a dedicated session = teardown + respawn (gamescope cannot
live-resize its output; the game restarts) — the same honest §7 caveat as managed, documented.
### 5.4 Lifecycle composition (where Part A pays off)
- Dedicated outputs are `Owned` (A1) with the child as a real keepalive → they pool naturally.
- Reuse keys on `(backend, mode, launch)` (A2): reconnect to the same game re-attaches to the
still-running session instantly; a different game never falsely reuses. `keep_alive` then reads
exactly as the presets promise: `off` = game dies with the disconnect; a duration = the detach
window; `forever` = the game runs until released (`gaming-rig`, per-game).
- Each dedicated session is already its own registry **group** (`group_key` — no topology or
restore interaction with the desktop); `max_displays` bounds how many can be kept; Steam
titles are additionally bounded to one by the single-instance takeover above.
- Input rides the per-instance EIS relay (A5); uinput gamepads are per-session already. Audio and
mic stay the host-wide shared services — one *active* dedicated session is the designed case;
concurrent independent-audio sessions are exactly `design/gamescope-multiuser.md` scope, not
re-solved here.
- Admission (`mode_conflict`) applies unchanged across clients; a second client asking for a
different dedicated game under `separate` gets its own spawn (non-Steam) or the single-instance
takeover rules (Steam) — the honest per-backend gating pattern.
### 5.5 GameStream
Same dispatch (the launch path was unified in the 2026-07-01 rebuild): an apps.json/library-id
launch under `dedicated` spawns the same way; serverinfo/RTSP negotiate the client's mode as
today. Moonlight's quit-app (`h_cancel`) maps to a `force_immediate` release — killing the game
on explicit quit — which folds into the already-deferred "GameStream quit-code" follow-up from
display-management §5.1.
### 5.6 Client experience & latency honesty
No client changes are required: GTK `--browse`/`--launch`, Decky pins, and the Apple/Android
library grids just launch, and session end already returns to the launcher. Boot-time
expectations, stated plainly in docs: non-Steam titles are gamescope-spawn (~1 s) + game boot;
Steam titles pay the Steam client's own cold boot inside the fresh session (~1025 s class)
before the game process starts — "no UI to navigate", not "zero seconds". A pre-warmed parked
Steam (`steam -silent` held inside a background headless gamescope at host start) would close
that gap but fights game mode over the single instance — explicitly out of scope for v1, noted
as the one candidate v2 if Steam cold boot proves to be the complaint. **Stretch** (needs a small
mgmt surface, not v1): launchers showing "Resume" for a game the host reports as kept
(`/display/state` already exposes the entries; adding `launch` to `DisplayInfo` is the only
schema growth).
## 6. Staging & dependencies
| Stage | Contents | Depends on | Validation |
|---|---|---|---|
| **A1** | `DisplayOwnership`, pool `Owned` only, honest capabilities | — | unit + `.116` game-mode reconnect under presets no longer wedges |
| **A2** | launch key, `kept_display_alive`, `mark_failed` on reused-display capture failure | A1 | probe-driven: kill a kept display's session → reconnect creates fresh on attempt 2 |
| **A3** | `ManagedSessionHandle`, policy-as-debounce, retire restore worker, persisted takeover, SIGKILL-teardown experiment | A1 | `.116`/Deck: gaming-rig semantics, crash-restore, desktop-guard |
| **A4** | session epoch, `invalidate_backend` on switch | A1 | `.116`: switch matrix incl. same-kind bounce; `/display/state` honesty |
| **A5** | per-spawn log, scoped node discovery, per-instance EIS relay | — (parallel) | two-gamescope coexistence test |
| **B0** | `game_session` policy + ladder input + steam `-silent` shaping | A1 (correctness), A5 (if game mode may be live) | `.21`/plain box: non-Steam + Steam dedicated launch on glass |
| **B1** | Steam takeover integration (autologin stop / kept-Steam release) | A3 | `.116`/Deck: dedicated launch from game mode, TV restore per policy |
| **B2** | reuse-by-launch reattach + game-exit-ends-session (`APP_EXITED` close) | A2 | disconnect → game keeps running → reattach; quit game → launcher |
| **B3** | docs (virtual-displays + steamos-host pages), console toggle polish, "Resume" stretch | B0B2 | — |
Every stage lands green (`cargo test/clippy/fmt`, OpenAPI drift) and independently shippable,
per the display-management discipline. A1+A2 alone fix the user-visible breakage; A3 makes the
presets truthful; B0 is the first user-visible new capability.
## 7. Risks & open questions
- **`steam -silent` inside a fresh nested gamescope** — the load-bearing empirical unknown for
B0's Steam polish (the launch itself works either way; only the cosmetic Steam-window flash is
at stake). Validate first on `.21`/`.116` desktop mode.
- **Bare spawn vs session-plus environment** — session-plus wraps Steam in MangoApp/runtime/
controller-config scaffolding a bare `gamescope -- steam` lacks. The historic "nested Steam
crashes" finding was Steam-vs-Steam single-instance (both dying), *not* a missing-scaffolding
failure — with Steam taken over first, a bare spawn should hold, but this is exactly what B1's
on-glass pass must prove per box (Bazzite, Deck).
- **PipeWire `application.process.id` availability** across gamescope versions (A5's scoped
discovery) — fall back to log-derived ids (per-spawn logs make those unambiguous already).
- **Keepalive drops into dead compositors** (A4 reaping): Wayland conns fail fast; Mutter's D-Bus
`Stop` can block — the registry already drops outside the lock, keep it that way and bound the
damage to one reaper tick.
- **Epoch granularity**: detecting "new compositor instance, same kind" needs the compositor PID
in `ActiveSession` — cheap (the `/proc` scan already visits it), but the watcher must debounce
PID flaps during a switch (its existing 3 s debounce covers it).
- **Injector rework caution** (A5): per-session EIS injectors only for gamescope; the shared
service stays for portal backends — re-learning the "EIS setup timed out" lesson is the failure
mode to guard in review.
- **Windows**: entirely untouched — `game_session` is Linux-only for now (`launch_title` on
Windows opens via the shell into the one desktop); the policy field documents that honestly
rather than pretending.
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# Native AMF encoder — handoff design
> **Status: PHASES 1 + 2 + 3 IMPLEMENTED (2026-07-06).** `encode/windows/amf.rs` ships the
> direct-SDK encoder per §3 — FFI pinned to AMF headers v1.4.36, bounded poll, native `reset()`.
> Phase 2: **AV1** (open-time probe gate; per-codec enum divergences honored — AV1 swaps the
> ULL/LL usage values and uses GOP=0 + FORCE_FRAME_TYPE_KEY=1), **intra-refresh**
> (`PUNKTFUNK_INTRA_REFRESH` opt-in mirroring Linux NVENC; `caps().intra_refresh` reflects the
> driver's actual acceptance), **in-band HDR mastering/CLL metadata** (`*InHDRMetadata` host
> buffer; HEVC + AV1), and the **native codec probe**. Phase 3: **the ffmpeg-AMF dispatch
> fallback + `PUNKTFUNK_AMF_FFMPEG` hatch are deleted** — AMD dispatch / codec advertisement /
> 4:4:4 answer are native-only; FFmpeg serves QSV only (`ffmpeg_win.rs`'s AMF machinery is kept
> solely as the A/B comparator). `windows_backend_is_ffmpeg``windows_backend_is_probed`. **The
> §7 field-silence gate on Phase 3 was pre-empted on explicit direction** — see the §7 gate note
> for what that costs (VP-format-fallback now fails the session; AMFVideoConverter is the owed
> native fix).
> Live-validated on the lab Ryzen iGPU (VCN 3): AVC + HEVC batches across a native in-place reset
> (Annex-B IDR contract, FIFO pairing); HEVC Main10 P010 with the mastering + CLL prefix SEIs
> **confirmed present in the encoded IDR**; intra-refresh property accepted on both codecs; probe
> honestly answers h264/h265=true, av1=false on this RDNA2 part. The **§5.2 latency A/B is
> measured** (`amf_latency_ab_bench`, 1080p60 HEVC): native `encode_us` p50 **5.18 ms (0.31 frame
> periods)** vs libavcodec-AMF **16.9 ms (1.01)** — 3.3× lower, the frame-hold gone. Owed: §5.3
> on-glass session behaviors + soak (macOS-client on-glass test in progress), and field
> validation on ≥2 VCN generations (AV1/RDNA3 has no lab hardware).
> Companion context: the encode-stall watchdog + `Encoder::reset()` (punktfunk1.rs / encode.rs,
> shipped 2026-07-06) and the QSV backend module docs in `encode/windows/ffmpeg_win.rs`.
## 1. Why (measured, not speculative)
Three independent reasons, in order of weight:
1. **The libavcodec AMF wrapper's structural ~2-frame output hold.** `hevc_amf`/`av1_amf`
need frame N+2 submitted before they release frame N's AU. Measured on the Ryzen 7000
iGPU (VCN, 720p60): encode→retrieve **36 ms p50, dead-stable**, invariant across pipeline
depth 1/2, every `usage` preset, and any spin budget (a 150 ms poll spin provably never
produced the owed AU — it pegged at exactly 150 ms). See the `poll` doc comment in
`ffmpeg_win.rs`. The direct-SDK NVENC path retrieves in ~12 ms. At 60 Hz this is ~33 ms
of pure pipeline latency no FFmpeg-side knob can remove; at 120 Hz it is two whole frame
budgets.
2. **Silent driver wedges surface as forever-EAGAIN, not errors.** The field failure
(AMD/Intel streams freezing after ~35 min) was invisible because the wrapper's only
"not ready" signal is EAGAIN, indistinguishable from a healthy pipeline warming up. The
2026-07-06 watchdog converts that into a bounded rebuild + IDR, but it is a safety net
with a ~2 s detection floor. The AMF runtime itself returns typed `AMF_RESULT` codes
(`AMF_INPUT_FULL`, device-lost, etc.) — a native path sees the wedge on the frame it
happens.
3. **Feature gaps libavcodec cannot express.** No intra-refresh wave (every
FEC-unrecoverable loss is answered with a full IDR — the 2040× frame-size spike the
Linux NVENC intra-refresh mode exists to avoid), no in-band HDR mastering SEI
(`EncoderCaps::supports_hdr_metadata` is NVENC-only today), coarse per-frame control.
## 2. The decision: drop FFmpeg for AMF, keep it for QSV
**Native AMF replaces the libavcodec AMF path (phased, §7). FFmpeg stays for QSV.**
- QSV via libavcodec with `async_depth=1` + `low_power` VDEnc is already near the hardware
latency floor; a direct libvpl port would buy little for its cost. Revisit only if Intel
field data shows a QSV-specific gap (separate doc if so).
- Because QSV stays on FFmpeg, the FFmpeg DLLs keep shipping and the `amf-qsv` build
feature keeps existing. Dropping FFmpeg *entirely* is therefore not on the table here —
"drop" means: the AMF dispatch stops going through it once the native path is validated.
- During bring-up the ffmpeg-AMF path remains as an automatic open-failure fallback and an
explicit escape hatch (§7), then its AMF dispatch is deleted in Phase 3. Two permanently
maintained AMF paths would double the driver-matrix burden, and the one we'd keep "for
safety" is precisely the one with the wedge/latency pathology.
## 3. Architecture
New module `crates/punktfunk-host/src/encode/windows/amf.rs` implementing
`crate::encode::Encoder`, compiled unconditionally on Windows (**no new build-time
dependency and no new cargo feature**): the AMF runtime is loaded at runtime from the
driver-installed `amfrt64.dll`, exactly as `nvenc.rs` loads `nvEncodeAPI64.dll`
(`load_api`). A box without an AMD driver simply fails the open and the dispatch falls
through. In-tree FFI decl module (`amf_sys` submodule or `#[repr(C)]` blocks in-file,
mirroring the small interface subset we use) — model it on how `ffmpeg_win.rs` mirrors
`AVD3D11VADeviceContext` rather than pulling a binding crate (none is maintained).
### 3.1 FFI strategy (the load-bearing detail)
The AMF public headers (GPUOpen `AMF/amf/public/include`) define **C-compatible vtable
structs** for every interface (`AMFFactoryVtbl`, `AMFContextVtbl`, `AMFComponentVtbl`,
`AMFSurfaceVtbl`, `AMFDataVtbl`, `AMFBufferVtbl`, `AMFVariantStruct`, …) — this is not a
guess: FFmpeg's `amfenc.c` is plain C and drives AMF exclusively through those vtables, so
the C ABI is the stable, supported surface. Mirror only what we call:
- Entry points: `GetProcAddress("AMFQueryVersion")` (gate: runtime ≥ the pinned
`AMF_FULL_VERSION` we mirror headers from) and `GetProcAddress("AMFInit")`
`AMFFactory*`.
- `factory->CreateContext``context->InitDX11(capturer_device, AMF_DX11_1)` — **the
capturer's own `ID3D11Device`**, same-device requirement as every other backend (the
capture textures are not shared-handle; see the `ensure_inner_d3d11` rebind logic in
`ffmpeg_win.rs` for the device-change lifecycle to replicate).
- `factory->CreateComponent(context, name)` with `AMFVideoEncoderVCE_AVC` /
`AMFVideoEncoder_HEVC` / `AMFVideoEncoder_AV1` → `encoder->Init(AMF_SURFACE_NV12|P010,
w, h)`.
- Per-frame: `context->CreateSurfaceFromDX11Native(texture, &surface, observer)`
per-surface properties (pts via `SetPts`, forced-IDR picture type) →
`encoder->SubmitInput(surface)`; retrieve via `encoder->QueryOutput(&data)`
(`AMF_REPEAT` = not ready), `AMFBuffer::GetNative/GetSize``EncodedFrame`.
- Every mirrored struct/call carries a `// SAFETY:` proof — the whole encode module tree is
under `#![deny(clippy::undocumented_unsafe_blocks)]` (unsafe-proof program).
Reference implementations to crib from (read both before writing FFI): FFmpeg `amfenc.c`
(the C vtbl usage, property plumbing, result-code handling) and OBS
`plugins/obs-ffmpeg/texture-amf.cpp` (D3D11 texture submission + low-latency streaming
config, C++ but the call sequence is what matters). **Verify every property name against
the pinned SDK headers** — names below are from those references and must not be trusted
blind.
### 3.2 Input path (zero-copy by construction)
Own a small D3D11 texture ring (NV12 or P010, `D3D11_BIND_RENDER_TARGET |
SHADER_RESOURCE`, size = `pipeline_depth + 2`), `CopySubresourceRegion` the captured
texture into the next slot (GPU-local, same pattern as `ZeroCopyInner::submit`), wrap the
slot with `CreateSurfaceFromDX11Native`, submit. The copy decouples the encoder from the
capturer's rotating IDD ring; do NOT wrap the capturer's texture directly. This makes
`PUNKTFUNK_ZEROCOPY` irrelevant for native AMF — there is no readback path to fall back
to. Handle the capturer's video-processor format fallback (`Bgra`/`Rgb10a2` instead of
NV12/P010 — see `pool_mismatch` in `ffmpeg_win.rs`) by returning an open/submit error in
Phase 1 so dispatch falls back to the ffmpeg path; an AMFVideoConverter front-end is a
Phase 2 option if that fallback ever fires in the field. `FramePayload::Cpu` (DDA without
video processor): same treatment — ffmpeg fallback in Phase 1.
### 3.3 Retrieval model
Bounded-blocking poll, the `vaapi.rs::poll` model: after `SubmitInput`, spin
`QueryOutput` with ~250 µs sleeps up to a budget of `min(3/4 frame interval, 12 ms)`; on
expiry return `Ok(None)` (the session loop keeps the frame in flight and the watchdog
arbitrates wedges). VCN encode at streaming settings is ~15 ms, so the AU ships the same
tick — this is where the ~2-frame hold dies. Expected observable — measure **`encode_us`
(submit→AU, in `FrameMsg`/the web-console stats), not `wait_us`**: on the ffmpeg path the
hold hides in `encode_us` (~2 frame periods) because its non-blocking poll returns EAGAIN
in ~2 µs; on the native bounded poll the ASIC wait becomes visible as a few ms of
`wait_us` while `encode_us` collapses to ~1 frame period or less.
### 3.4 Encoder configuration (initial property set)
Mirror the intent of the ffmpeg opts block in `open_win_encoder` (`ffmpeg_win.rs:216-247`).
AVC names given; HEVC/AV1 have `_HEVC_`/`_AV1_` twins — check headers:
| Intent | AMF property (verify!) |
| --- | --- |
| usage preset (keep `PUNKTFUNK_AMF_USAGE` mapping) | `AMF_VIDEO_ENCODER_USAGE` = `ULTRA_LOW_LATENCY` (default) |
| CBR, target==peak | `RATE_CONTROL_METHOD=CBR`, `TARGET_BITRATE`, `PEAK_BITRATE` |
| 1-frame VBV (keep `PUNKTFUNK_VBV_FRAMES`) | `VBV_BUFFER_SIZE` |
| HRD + no filler | `ENFORCE_HRD=true`, `FILLER_DATA_ENABLE=false` |
| latency-first quality | `QUALITY_PRESET=SPEED` |
| no B-frames (AVC) | `B_PIC_PATTERN=0` |
| infinite GOP | `IDR_PERIOD=0` (HEVC: `GOP_SIZE`/`NUM_GOPS_PER_IDR` — check) |
| low-latency submission | `LOWLATENCY_MODE=true` (newer SDKs) |
| in-band VPS/SPS/PPS on IDR (wire contract: `EncodedFrame` doc) | HEVC `HEADER_INSERTION_MODE=IDR_ALIGNED`; AVC `HEADER_INSERTION_SPACING` — check |
| SDR/HDR VUI | `FULL_RANGE_COLOR=false` + color primaries/transfer/matrix props (BT.709 vs BT.2020-PQ, mirroring `open_win_encoder`) |
| 10-bit | `COLOR_BIT_DEPTH=10` + P010 surfaces |
| per-frame forced IDR | on the input surface: `AMF_VIDEO_ENCODER_FORCE_PICTURE_TYPE=IDR` |
| intra-refresh wave (Phase 2) | AVC `INTRA_REFRESH_NUM_MBS_PER_SLOT`; HEVC CTB twin — check |
| HDR mastering SEI (Phase 2) | HEVC `INPUT_HDR_METADATA` (`AMFHDRMetadata` buffer) |
`SetProperty` failures on *optional* properties (LOWLATENCY_MODE, intra-refresh) must be
log-and-continue, not fatal — availability varies by VCN generation/driver.
### 3.5 Error + stall semantics (interplay with the 2026-07-06 watchdog)
- `SubmitInput``AMF_INPUT_FULL`: **back-pressure, NOT a wedge — drain and retry, do not
reset.** (Original prescription "return `Err` → in-place reset" was **wrong**, disproven
on-glass 2026-07-06: at throughput-ceiling loads — 5120x1440@240 P010 on the lab iGPU —
`INPUT_FULL` → reset → forced IDR → a bigger keyframe → worse overload → a ~320 ms
reset/IDR cascade, strictly worse than the libavcodec path's 16-deep input queue riding it
out as latency. The log showed dozens of `submit failed … AMF_INPUT_FULL … rebuilt in place`
and **zero** watchdog stalls.) The shipped handling: `submit` bounds in-flight surfaces below
the input ring depth (`pending.len() < RING`) by draining finished AUs (buffered in a `ready`
deque for `poll`, FIFO-preserved) to free a slot *before* reusing it, and treats a stray
`INPUT_FULL` from `SubmitInput` the same way (drain + retry the surface). Only a drain that
makes NO progress for a bounded budget (`INPUT_DRAIN_BUDGET`, 200 ms — well under the
session watchdog's ~2 s) is a genuine wedge that escalates to `Err` → the in-place reset. This
also closed a **latent corruption**: the old path let in-flight grow to AMF's internal input
queue limit (16) against a ring of 4, so surfaces referenced ring slots already overwritten —
the reset masked it. Any other non-OK `SubmitInput` result: `Err`.
- `QueryOutput``AMF_REPEAT`: keep spinning within the poll budget, then `Ok(None)`.
`AMF_EOF`: `Ok(None)` after flush. Anything else: `Err` (the loop's poll-error path
resets).
- Implement `Encoder::reset()` natively: `encoder->Drain/Flush`, `Terminate()`, re-`Init`
on the same context (fall back to full context teardown if re-Init fails). Cheaper and
more targeted than the ffmpeg path's drop-and-lazily-reopen.
- `caps()`: `supports_rfi: false` (AMF has no NVENC-style reference invalidation —
intra-refresh is the substitute), `intra_refresh: true` once Phase 2 lands (this flag is
what makes the session glue rate-limit client keyframe requests — see the `IDR_WINDOW`
logic in punktfunk1.rs), `supports_hdr_metadata: true` once the SEI lands,
`chroma_444: false` **permanently** (VCN hardware does not encode 4:4:4;
`probe_can_encode_444` stays false — this is not an FFmpeg limitation).
### 3.6 Encoder trait contract (do not break)
From `encode.rs` + the punktfunk1 loop: AUs must come out FIFO in submit order
(`inflight.pop_front()` pairs with poll order); `data` is Annex-B with in-band headers on
IDRs (both a playable ES and self-contained wire AUs); `poll` returning `Ok(None)` is
legal and watchdog-arbitrated; `submit` must never block indefinitely; after `flush()`,
`poll` drains remaining AUs then returns `Ok(None)`; single encode thread owns the
encoder (manual `unsafe impl Send` with the same proof shape as `FfmpegWinEncoder`).
## 4. Integration seams (exact)
- `encode.rs::open_video_backend`, `WindowsBackend::Amf` arm: try `amf::AmfEncoder::open`
first; on `Err`, `tracing::warn!` + fall back to `ffmpeg_win` (when the `amf-qsv`
feature is built) — the same graceful-degrade shape as zero-copy→system today. Escape
hatch: `PUNKTFUNK_AMF_FFMPEG=1` skips the native path (field triage). Phase 3 deletes
both the fallback arm and the hatch.
- `resolved_backend_label` / `crate::gpu` session record: new label `"amf"` stays (the
mgmt API shows the same name; add `"amf-ffmpeg"` only if the fallback fires, so field
logs distinguish the paths).
- `probe_can_encode` (GameStream codec advertisement) and `windows_codec_support`: replace
the ffmpeg open-probe with a native factory probe (`CreateComponent` per codec on the
selected adapter) once Phase 2 lands; cache shape stays.
- `can_encode_444`: unchanged (`false`).
- The encode-stall watchdog and `Encoder::reset` (punktfunk1.rs): unchanged — it remains
the backstop for in-FFI hangs the native path can't self-detect.
## 5. Validation plan (this box has an AMD iGPU — use it)
Baseline first, on the ffmpeg path (already deployed 2026-07-06 with the watchdog): a
long session on the iGPU with `PUNKTFUNK_PERF=1`, record `wait_us_p50/p99`,
`encode_us`, client-measured latency, and whether the watchdog ever fires. Then per phase:
1. Open/probe smoke per codec (AVC, HEVC, HEVC-10) on the iGPU. **DONE** — the gated live
tests in `amf.rs` (`amf_encode_live_smoke` AVC+HEVC+AV1-probe, `amf_hdr_encode_live_smoke`,
`amf_native_probe_live`, `amf_intra_refresh_property_live`) pass on the lab Ryzen iGPU
(VCN3/RDNA2): both codecs across a native `reset()`, HEVC Main10 IDR carrying the
mastering(137)+CLL(144) SEIs byte-verified, intra-refresh property accepted, probe honestly
`h264/h265=true, av1=false`.
2. A/B the encode latency: expect `encode_us` p50 ~2 frame periods → ≤ 1 frame period
(see §3.3 for why `wait_us` is the wrong metric on the ffmpeg side). **MEASURED**
2026-07-06 by the gated `amf_latency_ab_bench` (`PUNKTFUNK_AMF_BENCH=1`, 1080p60 HEVC,
180 paced frames, same D3D11 NV12 input to both encoders, lab iGPU, debug build):
native `encode_us` p50 **5.18 ms (0.31 frame periods)** / p99 5.81 ms vs libavcodec-AMF
p50 **16.9 ms (1.01 frame periods)** / p99 17.5 ms — **3.3× lower, ~11.7 ms/frame saved**,
and the native path is decisively sub-frame (the ~2-frame hold that used to live in
`encode_us` is gone). Note the ffmpeg baseline came in at ~1 frame period, not the ~2 this
plan projected: the shipping ffmpeg config already sets AMF `latency=true` (a ~1-frame
hold), so the realized win is 3.3× / ~12 ms rather than the ~30 ms projected against an
un-tuned 2-frame baseline; direction and sub-frame collapse are exactly as §3.3 described.
Release builds should show a lower native number still (debug charges host-side
surface-create + copy-submit into the 5.18 ms). Zero-copy baseline for the input side
already measured 2026-07-06 on the lab iGPU (1080p120 HDR P010): `submit_us` p50 2.72.9 ms
(system readback) → **0.26 ms** (zero-copy D3D11), p99 6.6 ms → 0.5 ms.
3. Behavior: IDR on connect; mode switch mid-stream; HDR session (PQ VUI + 0xCE
convergence); client keyframe-request recovery; encoder `reset()` under an injected
failure; ≥30 min soak for the freeze class (watchdog log line
`encode stall detected` must NOT appear).
4. Driver matrix beyond the lab box is field data: VCN1 (Raven) through VCN4/5 differ in
preset support — the optional-property tolerance in §3.4 is what absorbs this.
## 6. Risks / open questions
- **Vtable mirroring correctness** is the concentrated risk: pin one AMF header version in
a comment, mirror minimally, and unit-test `AMFQueryVersion`/`AMFInit` + a headless
`CreateComponent` probe (skips cleanly on non-AMD boxes, like the NVENC live-gated
tests).
- Per-frame `CreateSurfaceFromDX11Native` allocation churn — if it shows up in profiles,
AMF supports pre-created surface pools; start simple.
- AV1 is RDNA3+; probe, never assume (same rule as everywhere in this codebase).
- Hybrid boxes: context must init on the *selected* adapter's device (the capture
device) — inherited for free by taking the capturer's device, but test with the
web-console GPU preference pointed at each GPU.
- The AMF runtime ships with the AMD driver, not with us — a missing/ancient `amfrt64.dll`
must produce a clean "install/update the AMD driver" error at open, then fall back
(Phase 1) or fail the session with that message (Phase 3).
## 7. Phasing
| Phase | Scope | Exit criterion | Status |
| --- | --- | --- | --- |
| 1 | FFI layer + AVC/HEVC (SDR + 10-bit HDR), bounded poll, native `reset()`, dispatch with ffmpeg fallback + `PUNKTFUNK_AMF_FFMPEG` hatch | §5.25.3 pass on the lab iGPU | **DONE** 2026-07-06 (§5.2 measured; §5.3 on-glass in progress) |
| 2 | Intra-refresh (`caps().intra_refresh`), in-band HDR SEI (`supports_hdr_metadata`), AV1, native codec probe | field-validated on ≥2 VCN generations | **CODE DONE** 2026-07-06 (lab VCN3 only; AV1/RDNA3 + 2nd VCN gen still owed) |
| 3 | Delete the ffmpeg-AMF dispatch arm + hatch; FFmpeg remains QSV-only | one release of field silence on the fallback label | **DONE** 2026-07-06 — see the gate note below |
**Phase 3 gate note (honesty):** the stated exit criterion (one release of field silence on the
fallback label) was **NOT met** — Phase 3 was cut the same day the native path was written, on
explicit direction, alongside a live macOS-client on-glass test. What Phase 3 removed: the
`WindowsBackend::Amf` libavcodec fallback arm, the `PUNKTFUNK_AMF_FFMPEG` hatch, and the
AMF→ffmpeg routes in `windows_codec_support` / `can_encode_444`. AMD dispatch, codec
advertisement, and the 4:4:4 answer are all native-only now; FFmpeg (`ffmpeg_win.rs`) is reached
only for QSV in production (its `WinVendor::Amf` machinery is retained solely as the
`amf_latency_ab_bench` comparator, not deleted — excising it would churn the Intel-unvalidated
QSV code for no gain). **Residual risk this pre-emption carries:** with the ffmpeg readback path
gone, an AMD box whose capturer can't produce video-processor NV12/P010 (falls back to
Bgra/Rgb10a2, or hands DDA CPU frames) now **fails the session** instead of degrading — the
design's answer is the native AMFVideoConverter front-end (§3.2), owed if that fallback is ever
seen in the field. Not observed on lab hardware (the VP yields NV12/P010). Reverting Phase 3 is a
small, localized diff if field data turns up trouble.
+8
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@@ -20,6 +20,14 @@ virtual output primary** — `apply_session_env` defaults `PUNKTFUNK_KWIN_VIRTUA
`PUNKTFUNK_MUTTER_VIRTUAL_PRIMARY` on for the auto desktop path. Both shipped in `3363576`; details in `PUNKTFUNK_MUTTER_VIRTUAL_PRIMARY` on for the auto desktop path. Both shipped in `3363576`; details in
git history.) git history.)
> **Update 2026-07-05:** items **#1** (SIGKILL teardown / keep-warm) and **#7** (restore-guard /
> keep-warm interaction) are picked up by `design/gamemode-and-dedicated-sessions.md` **Part A3**
> — the managed session's restore becomes registry-owned and policy-driven (`keep_alive` replaces
> the hardcoded 5 s debounce; "keep warm" = `keep_alive: forever`), with the SIGKILL-teardown
> experiment folded into that stage's validation. That doc also covers the display-management
> registry's game-mode conflicts (ownership classes, stale-node reuse) and dedicated per-launch
> gamescope game sessions.
## Still parked ## Still parked
### 1. F44 gamescope teardown corrupts the GPU context ### 1. F44 gamescope teardown corrupts the GPU context
+197
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@@ -0,0 +1,197 @@
# Zero-copy capture hardening — issue handoff
> **Status: FIXED + validated (2026-07-06).** The fix is implemented and on-glass validated — see
> [`zerocopy-worker-isolation.md`](zerocopy-worker-isolation.md): the GPU import (tiled EGL/GL→CUDA
> *and* LINEAR Vulkan→CUDA) now runs in a per-capture **worker subprocess** (CUDA-IPC frame
> hand-off), so this driver SIGSEGV kills the worker and the host degrades to its capture-loss
> rebuild; plus in-process teardown-order fixes and a poison/latch path replacing the corrupt
> tiled→CPU fallback. Validated on the RTX 5070 Ti/GNOME box: worker path streams at p50 1.30 ms,
> and a `kill -9` of the worker mid-stream is survived + recovered (fresh worker in ~185 ms,
> streaming resumes). The description below is kept as the issue record.
>
> *(Original handoff intro:)* This document describes a reproduced
> host **SIGSEGV** in the Linux zero-copy capture path. It deliberately does **not** prescribe a fix —
> the next agent plans the implementation. Everything below is observed fact + root-cause analysis;
> the "Considerations / open questions" section frames the solution space without committing to one.
>
> **This is a pre-existing capture-layer issue, NOT a regression from the gamemode/dedicated-sessions
> work** (`design/gamemode-and-dedicated-sessions.md`). The crashing code
> (`crates/punktfunk-host/src/linux/zerocopy/{cuda,egl}.rs`, `capture/linux/pipewire.rs`) is untouched
> by that branch; it merely surfaced during on-glass validation of it.
## 1. What happened
On **`.181`** (Bazzite F44, RTX 4090, NVIDIA open driver 610.43.02 — see
`[[gamemode-onglass-181-2026-07-06]]`), streaming a game at the client's mode worked smoothly with
**zero-copy enabled** (`PUNKTFUNK_ZEROCOPY=1`). When the user then **switched the box from Steam Game
Mode to the KDE/Plasma desktop mid-stream**, the host process **crashed (SIGSEGV, core dumped)** and
the client saw "session ended". systemd auto-restarted the host ~3 s later.
The host's own logic on the switch was **correct** up to the crash — the session watcher detected
`Gaming → DesktopKde`, bumped the session epoch, rebuilt the backend to KWin, brought up the virtual
output at 5120×1440@240, set it sole desktop, and began PipeWire capture. The crash came **after**
that, the first time the capture thread mapped a KWin frame into CUDA.
## 2. The crash (backtrace)
`coredumpctl` for the host process, crashing thread:
```
Signal: 11 (SEGV)
#0 libnvidia-eglcore.so.610.43.02 ← SIGSEGV inside the NVIDIA driver
#1 libnvidia-eglcore.so.610.43.02
#2 libnvidia-eglcore.so.610.43.02
#3 libnvidia-eglcore.so.610.43.02
#4 libEGL_nvidia.so.0
#5 libcuda.so.1
#6 libcuda.so.1
#7 cuGraphicsMapResources (libcuda.so.1)
#8 punktfunk_host::zerocopy::cuda::RegisteredTexture::copy_mapped_plane
#9 punktfunk_host::zerocopy::egl::EglImporter::import_inner
#10 punktfunk_host::capture::linux::pipewire::pipewire_thread::{{closure}} (the PipeWire on_process callback)
#11 pipewire::stream::…::on_process
#12 libpipewire-0.3.so.0 (impl_node_process_input → process_node → node_on_fd_events → pw_main_loop_run)
```
The fault is **inside `libnvidia-eglcore`, reached through `cuGraphicsMapResources`** — i.e. CUDA was
asked to map a GL/EGL-imported resource, and the driver dereferenced GPU state that was no longer
valid.
## 3. The code path
This is the **tiled-dmabuf zero-copy path** used for compositors that hand out **tiled** buffers
(KWin, and the NVIDIA tiled path generally): PipeWire dmabuf → **EGL/GL import** (`EglImporter`,
`crates/punktfunk-host/src/linux/zerocopy/egl.rs`) → **register as a CUDA graphics resource** and
**map per frame** (`RegisteredTexture::copy_mapped_plane` / `copy_mapped_to`,
`crates/punktfunk-host/src/linux/zerocopy/cuda.rs:810-848` and the sibling `copy_mapped_plane` below
it). The crash is at the `cuGraphicsMapResources(1, &mut self.resource, …)` call
(`cuda.rs:824-828`), driven per frame from the PipeWire `on_process` callback
(`capture/linux/pipewire.rs`, the closure at backtrace frame #10).
The relevant `// SAFETY:` proof (`cuda.rs:814-823`) reasons that `self.resource` is a valid
`CUgraphicsResource` from a successful `register_gl`, the GL+CUDA contexts are current, and the
map/unmap pair is balanced with the copy synced before unmap. **That reasoning is sound for a
well-behaved compositor that keeps the imported dmabuf alive across the map** — it does not cover the
case where the **producer invalidates the underlying buffer/texture out from under an in-flight
map**.
**Not affected on this box:** the **gamescope** path (LINEAR dmabuf → **Vulkan bridge** → CUDA,
`linux/zerocopy/vulkan.rs`) did **not** crash — game-mode streaming was smooth. And the **non-zero-copy
SHM/CPU path** (`PUNKTFUNK_ZEROCOPY=0`, the NVENC default) has no EGL/CUDA import at all, so there is
nothing for the driver to fault on. So the fault is specific to the **EGL/GL→CUDA tiled import**, not
zero-copy in general.
## 4. Root cause
`cuGraphicsMapResources` faulted **inside the driver** on GPU state that had become invalid — almost
certainly because the **KWin compositor freed/recycled (or crashed with) the dmabuf** that our
`EglImporter` had imported and registered, while our capture thread was mapping it for the next frame.
Strong corroborating evidence: in the **same 8-second window**, the box logged core dumps for
`plasmashell` (×2), `Xwayland`, `gamescope`, and `mangoapp`. So the F44 Game↔Desktop transition on
this box is itself highly unstable, and the KWin buffer our zero-copy path held a handle to almost
certainly went away mid-map.
**Why this is a real host-robustness gap, not just "the box is flaky":** a **SIGSEGV inside a
closed-source driver (`libnvidia-eglcore`) is not catchable from Rust** — it is not a `Result`, not a
Rust panic, not something a `catch_unwind` can contain. So *any* time the producer's buffer can vanish
between "we hold a CUDA graphics resource for it" and "we map it" (compositor crash, buffer-pool
recycle, output/mode teardown, hot-unplug), the driver can take the whole host process down. A capture
pipeline that must survive a compositor going away (which the host already tries to do — it has a
capture-loss → rebuild path) cannot rely on `cuGraphicsMapResources` returning an error on a stale
resource; the driver may just crash instead.
## 5. Trigger conditions (what invalidates the imported buffer)
The observed trigger was a **compositor crash during a Game→Desktop switch**, but the same class of
fault can be reached by anything that frees/recycles the imported dmabuf or its GL texture while a map
is in flight or a `RegisteredTexture` still references it:
- compositor crash / restart (observed);
- normal PipeWire buffer-pool recycle / renegotiation (format change, buffer count change) where a
registered texture outlives the buffer it wrapped;
- virtual-output teardown / mode change (e.g. the mid-stream `Reconfigure`, the session-switch
rebuild) racing an in-flight map;
- output removal / disconnect.
The next agent should establish **which of these are actually reachable** in the current code (the
per-frame registration/lifetime in `EglImporter`/`RegisteredTexture` vs. the PipeWire buffer
lifecycle) versus only the compositor-crash case.
## 6. Scope
- **Affected:** the EGL/GL→CUDA tiled-import path (`zerocopy::egl` + `zerocopy::cuda`), driven from
`capture/linux/pipewire.rs`. On NVIDIA this is used for tiled dmabufs (KWin desktop capture is the
concrete case here; the NVIDIA tiled path in general).
- **Likely also worth auditing (same class):** the **Vulkan bridge** path (`zerocopy::vulkan.rs`, LINEAR
dmabuf → Vulkan → CUDA) — it did not crash here, but it imports external dmabufs into the GPU too and
may have the same "producer freed the buffer mid-use" exposure; confirm whether it validates/owns the
buffer lifetime differently.
- **Not affected:** the SHM/CPU capture path (no GPU import).
## 7. What is NOT the cause (to save the next agent time)
- **Not the gamemode/dedicated-sessions branch.** That branch's switch logic worked correctly
(epoch bump, watcher rebuild to KWin, virtual output up); the crash is downstream in pre-existing
capture code it doesn't touch.
- **Not a `.desktop`/KWin authorization problem.** The KWin virtual output was created and set sole
desktop successfully — auth was fine.
- **Not the gamescope "out of buffers" issue** from the same validation session (that was a separate
gamescope-3.16.19 PipeWire-node limitation on SHM). This is a hard driver SEGV on the GPU-import path.
## 8. Observed mitigation (already available, not the fix)
Setting **`PUNKTFUNK_ZEROCOPY=0`** (SHM/CPU path — the NVENC default anyway; the box had it forced
`=1`) removes the EGL/CUDA import, so this crash cannot occur and a compositor going away degrades to a
graceful capture-loss rebuild. Cost: a CPU copy per frame (higher latency than the zero-copy stream the
user measured). This is an operational workaround, **not** a code fix, and it forfeits zero-copy on the
desktop path.
## 9. Considerations / open questions for the implementation plan (do not treat as a prescription)
These frame the solution space; the next agent decides.
- **A driver SIGSEGV is uncatchable in-process.** Any design that "handles" this by wrapping the FFI
call in error handling will not work — the process is already dead. So the fix has to be about
**never handing the driver a resource that can be stale**, or **isolating the GPU-import work** so a
driver crash doesn't take the streaming host down. Both directions are open:
- *Prevent-the-stale-resource* directions to evaluate: strict per-frame import/register/map/unmap
lifetime tied to the exact PipeWire buffer being processed (so no `RegisteredTexture` outlives its
buffer); detecting compositor/output teardown and stopping capture **before** the next map;
reconciling the EGL texture / CUDA resource lifetime with PipeWire's buffer-recycle events.
Establish whether the current code can ever map a resource whose buffer PipeWire has already
recycled/removed.
- *Isolate-the-crash* directions to evaluate: whether the GPU import belongs in a **separate process**
(like the Windows two-process/DDA isolation model) so a driver SEGV is contained and the session
can rebuild — heavier, but the only thing that truly survives an unpreventable driver fault.
- **Per-backend / per-buffer-type routing.** The Vulkan-bridge path did not crash; the SHM path is
safe. A plan might route tiled dmabufs (KWin) away from the fragile EGL/CUDA path, or only enable the
EGL/CUDA path where the producer's buffer lifetime is guaranteed. Decide whether the fix is
"harden the EGL/CUDA path" vs. "don't use it for producers that can pull buffers."
- **Interaction with the existing capture-loss rebuild.** The host already rebuilds on capture loss;
the goal is to reach that path on producer teardown **instead of** the driver crash. Understand why
the crash beats the capture-loss detection today (the map happens in the PipeWire `on_process`
callback before any loss is observed).
- **Reproducibility.** This was observed on a box whose KDE was *itself* crashing (F44 plasmashell/
Xwayland). To isolate "our zero-copy path is fragile" from "the compositor crashed," reproduce on a
**stable** KDE/NVIDIA box — force a buffer invalidation (output teardown / renegotiation / a scripted
compositor restart) mid-capture and confirm the same `cuGraphicsMapResources` fault without the
surrounding compositor chaos. That also tells you whether the non-crash triggers in §5 are real.
- **Keep the SAFETY-proof discipline.** `zerocopy/{cuda,egl,vulkan}.rs` are part of the unsafe-audited
set (`#![deny(clippy::undocumented_unsafe_blocks)]`, every `unsafe` carries a `// SAFETY:`). Any fix
updates those proofs to reflect the new lifetime/validity guarantees.
## 10. Reproduction environment / artifacts
- Box: `bazzite@192.168.1.181` (sudo `bazzite`), Bazzite F44 (`bazzite-deck-nvidia:testing`), RTX 4090,
NVIDIA open 610.43.02. See `[[gamemode-onglass-181-2026-07-06]]` for deploy/access details.
- Trigger: stream a game-mode session with `PUNKTFUNK_ZEROCOPY=1`, then switch the box Game Mode →
KDE desktop mid-stream (the session watcher rebuilds to KWin → tiled EGL/CUDA capture → crash).
- The coredump was present under `coredumpctl` on the box at the time of writing (may age out); the
backtrace in §2 is captured above.
## 11. Related
- `design/gamemode-and-dedicated-sessions.md` (the branch this surfaced under — not the cause).
- `design/session-aware-host-followups.md` (Game↔Desktop switch behavior; F44 GPU instability #1).
- `design/gpu-contention-investigation.md` / `design/host-latency-plan.md` (zero-copy path context).
- `crates/punktfunk-host/src/linux/zerocopy/{egl,cuda,vulkan}.rs`, `capture/linux/pipewire.rs`.
- CLAUDE.md: "GPU **zero-copy** on all paths (tiled dmabuf → EGL/GL → CUDA; LINEAR dmabuf → **Vulkan
bridge** → CUDA)" and the `PUNKTFUNK_ZEROCOPY` semantics (ON for VAAPI/AMD/Intel with a CPU downgrade;
OFF/opt-in for NVENC).
+163
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@@ -0,0 +1,163 @@
# Zero-copy capture hardening — GPU-import worker isolation
> **Status: IMPLEMENTED + on-glass validated (2026-07-06).** This is the implementation
> plan + decision record for the crash described in
> [`zerocopy-hardening-handoff.md`](zerocopy-hardening-handoff.md) (host SIGSEGV inside
> `libnvidia-eglcore` via `cuGraphicsMapResources` when the compositor invalidated an imported
> dmabuf mid-map, observed on the Bazzite F44 Game→Desktop switch). Validated on the RTX 5070 Ti /
> GNOME box (.21): the isolated worker carries frames at **p50 1.30 ms** end-to-end (NV12, 1800
> frames 0-mismatched), and a `kill -9` of the worker mid-stream is survived by the host and
> recovered — poison → `capture lost — rebuilding pipeline in place` → a fresh worker in **~185 ms**
> → streaming resumes (2385 frames, 0 mismatched, one 33 ms blip at the rebuild seam). See §6.
## 1. The decision: isolate, don't (only) prevent
The handoff's §9 framed two directions — *prevent the stale resource* vs *isolate the crash*.
The audit (§3 below) shows our per-frame lifetime discipline is already correct: the `EGLImage`
is created and destroyed strictly inside the PipeWire `on_process` callback while the buffer is
held (not requeued), and the CUDA-registered textures are **our own GL render targets**, never
wrappers around producer buffers. The invalidation that crashed the host is **external**
a compositor crash (or GPU channel wreckage from the surrounding plasmashell/Xwayland core dumps)
yanked the dmabuf's GPU-side state while the driver executed our in-flight GL sampling + CUDA map.
No in-process ordering fix can close that race, and a driver SIGSEGV is not catchable.
So the fix is **process isolation**: the entire `EglImporter` (tiled dmabuf → EGL/GL → CUDA *and*
LINEAR dmabuf → Vulkan bridge → CUDA) moves into a small per-capture **worker subprocess**. If the
driver faults, the *worker* dies; the host observes a dead socket, fails the frame/capture cleanly,
and the existing capture-loss rebuild path (`gamestream/stream.rs`, `punktfunk1.rs`) takes over —
which is exactly what already happens today on the safe SHM path when a compositor goes away.
What is deliberately **not** isolated:
- **SHM/CPU capture** — no GPU import, nothing to contain.
- **VAAPI passthrough** (AMD/Intel) — capture only `dup`s the dmabuf fd; the GPU import happens in
the encoder (Mesa VA, which reports errors rather than faulting; no observed crashes). Out of
scope here.
- **NVENC itself** — libavcodec/NVENC surface errors as return codes; if the GPU is globally
wedged the encoder errors and the session rebuilds. Isolating encode would mean shipping a
session-wide media-pipeline process, far beyond this fix.
## 2. Architecture
```
host process worker process (punktfunk-host zerocopy-worker)
──────────── ───────────────────────────────────────────────
PipeWire on_process EGLDisplay + GL ctx + CUDA ctx + VkBridge
│ dmabuf fd (held, fence-waited) │
├── IMPORT{key,geometry} + fd ──────────────▶│ eglCreateImage → GL blit/NV12 convert
│ (SCM_RIGHTS, first sight per key) │ → cuGraphicsMapResources → copy → unmap
│ │ → pooled CUDA buffer (cuMemAllocPitch)
│◀────────── FRAME{id [, ipc desc]} ─────────┤ exported ONCE via cuIpcGetMemHandle
│ host opens the IPC handle once, │
│ wraps it as DeviceBuffer │
▼ │
encode thread (NVENC) reads the device ptr │ keeps the DeviceBuffer in-flight
│ DeviceBuffer drop │
└── RELEASE{id} ────────────────────────────▶│ returns the buffer to its pool
```
- **Transport**: a `socketpair(AF_UNIX, SOCK_SEQPACKET)` created before spawn; the child end is
`dup2`'d to fd 3 (`zerocopy-worker --fd 3`). SEQPACKET gives reliable, ordered, message-framed
delivery; dmabuf fds ride as `SCM_RIGHTS`. Messages are small serde_json bodies (~200 B/frame;
negligible at 240 fps).
- **Frame data never crosses the socket.** The worker's `BufferPool` allocations are exported once
each via `cuIpcGetMemHandle`; the host `cuIpcOpenMemHandle`s each exactly once (cached by buffer
id) and reuses the mapping as the pool recycles. Per frame the reply is just `{id}` — the copy
was already synced (`copy_blocking`) worker-side before the reply, so the host reads complete
pixels. The result is the same zero-CPU-touch path as before, plus one socket RTT (~tens of µs).
- **fd caching**: the host keys each PipeWire buffer by its dmabuf `st_ino` (unique per dma-buf
object) and sends the fd only on first sight; the worker keeps the received dup (tiled: for the
per-frame `eglCreateImage`; LINEAR: for the Vulkan `src_cache`). A format renegotiation
(`param_changed`) sends `CLEAR_CACHE`, dropping both sides' caches — this also fixes the
pre-existing LINEAR-path bug where `VkBridge::src_cache` was keyed by raw fd number and never
invalidated across pool recycles (§3, trigger b). Cache desync is self-healing: a worker that no
longer holds a key's fd (LRU eviction) answers `NeedFd` and the host retries once with the fd.
- **Lifetimes**: the worker holds each exported frame as a real `DeviceBuffer` in an in-flight map
until `RELEASE{id}` arrives, so the existing pool `Arc` machinery keeps device memory alive
across pool replacement while the host still reads it. Host-side, every remote `DeviceBuffer`
holds an `Arc` of the client's shared state (socket + IPC-mapping cache), so mappings are closed
only after the last in-flight frame drops.
- **Worker lifetime**: one worker per capture (per `pipewire_thread`), spawned from
`/proc/self/exe`. It exits on socket EOF; the host reaps children via a global sweep list (no
zombies). Host death ⇒ EOF ⇒ worker exit.
### Failure semantics (the point of the exercise)
| event | behavior |
|---|---|
| worker init fails (no GPU, EGL error) | handshake reports `init_err` → capture falls back to the CPU/SHM offer, same as `EglImporter::new()` failure today |
| driver SIGSEGV in the worker (the observed crash) | socket EOF → import fails with a *dead-worker* error → the capturer is **poisoned**`next_frame`/`try_latest` return an error → the session's capture-loss rebuild runs (new capturer, new worker). **The host process survives.** |
| tiled import fails but worker alive (e.g. `EGL_BAD_MATCH` on one frame) | frame dropped; after 3 consecutive failures the capturer poisons → rebuild. It must **never** fall through to the CPU mmap path — mmap of a *tiled* dmabuf de-pads scrambled bytes (a pre-existing fallback bug; the CPU fallback was only ever correct for LINEAR). |
| LINEAR import fails | unchanged: fall back to the CPU mmap path in-stream (a LINEAR dmabuf is mappable), degraded not dead |
| repeated worker deaths | a process-wide latch (`note_gpu_import_death`, 3 consecutive deaths without a successful import between them) disables the GPU importer for the rest of the process — rebuilds renegotiate the SHM offer. Stops a wedged GPU stack from crash-looping the worker while still streaming (CPU path). A successful import resets the streak. |
### Escape hatch
`PUNKTFUNK_ZEROCOPY_INPROC=1` keeps the importer in-process (the pre-isolation behavior) for
debugging and A/B latency comparison. Default is the worker.
## 3. Audit answers for handoff §5 (which triggers are actually reachable)
- **Compositor crash / restart** — reachable (observed). Contained by the worker.
- **PipeWire buffer-pool recycle / renegotiation**:
- *Tiled EGL path*: **not reachable in code** — the `EGLImage` lives strictly inside
`on_process` while the buffer is held; the CUDA registrations wrap our own persistent GL
textures, not producer buffers.
- *LINEAR Vulkan path*: **reachable**`VkBridge::src_cache` keyed by raw fd, never
invalidated: a pool teardown + fd-number reuse could serve a stale imported buffer (wrong
frame or driver fault), and old entries leaked. Fixed by st_ino keys + `CLEAR_CACHE` on
renegotiation + an LRU cap.
- **Virtual-output teardown / mode change racing an in-flight map** — same class as compositor
crash (external invalidation, another thread); contained by the worker.
- **Output removal** — ditto.
## 4. In-process lifetime fixes (also shipped, they harden the worker itself)
- `Nv12Blit::drop` deleted its GL textures **before** the struct fields dropped, i.e. while
`y_tex`/`uv_tex` were still CUDA-registered. Now `RegisteredTexture::release()` runs first
(unregister → delete), removing a driver-state hazard of exactly the class that crashed.
- `GlBlit` had **no** `Drop` — its GL program/VAO/FBO/textures leaked on every size change and on
importer teardown. Now mirrors `Nv12Blit` (release registrations, then delete GL objects).
## 5. Residual risks, accepted
- A worker death while the encode thread still holds an IPC-mapped frame: the exporting process is
gone; the host-side mapping stays open until the `DeviceBuffer` drops. CUDA surfaces this as a
copy error at worst (encode error → session rebuild), not a host fault.
- The VAAPI encoder's in-host VA dmabuf import (Mesa) keeps its current exposure; no NVIDIA-class
faults observed there.
- `cuIpcOpenMemHandle` requires same-device, different-process — both hold by construction.
## 6. Validation
- **GPU-less (CI / dev VM)**: protocol unit tests (framing, fd round-trip over a socketpair,
error propagation, dead-worker detection against a mock server, latch behavior); worker-spawn
failure path (spawning a non-worker exe ⇒ clean fallback).
- **On-glass (NVIDIA RTX 5070 Ti + GNOME/Mutter, .21, 2026-07-06)** — steps 12 **PASSED**:
1. streamed `PUNKTFUNK_ZEROCOPY=1` through the worker (`zerocopy import worker ready`
`zero-copy GPU import isolated in a worker process``dmabuf imported to CUDA … nv12=true`),
end-to-end **p50 1.30 ms** (1800 frames, 0 mismatched) — parity with the pre-isolation path;
2. `kill -9` the worker mid-stream → host **survived**; the next import logged
`tiled GPU import lost — failing this capture for rebuild … Broken pipe … dead=true`, then
`capture lost — rebuilding pipeline in place, rebuild=1`, a **fresh worker (new pid) in
~185 ms**, and streaming resumed (2385 frames, 0 mismatched; single 33 ms frame at the seam).
The `worker-ready` count was 2 (original + rebuild), confirming the respawn.
Still pending: 3. a real compositor kill/restart mid-stream on a KWin box (the exact original
trigger — a `kill -9` of the worker is a strictly harsher event, so this is corroboration not a
gap); 4. `nv12-selftest` (in-process path untouched). *Note: on a static virtual desktop the
dead-worker detection only fires once a new frame triggers an import — realistic (a running game
produces continuous frames) but it means an idle desktop can sit poisoned-but-quiet briefly.*
## 7. Files
- `crates/punktfunk-host/src/linux/zerocopy/proto.rs` — message types + SEQPACKET/SCM_RIGHTS I/O.
- `crates/punktfunk-host/src/linux/zerocopy/worker.rs` — worker main loop (`zerocopy-worker`),
backend trait (testable), EGL/CUDA backend.
- `crates/punktfunk-host/src/linux/zerocopy/client.rs``RemoteImporter` (spawn, handshake, IPC
mapping cache, release plumbing, reaping) + the `Importer` enum (Remote | InProc).
- `crates/punktfunk-host/src/linux/zerocopy/cuda.rs` — CUDA IPC entry points; remote-release
`DeviceBuffer`s.
- `crates/punktfunk-host/src/linux/zerocopy/egl.rs` — teardown-order fixes (§4).
- `crates/punktfunk-host/src/capture/linux/mod.rs``Importer` wiring, tiled-failure poisoning,
death latch, `CLEAR_CACHE` on renegotiation.
- `crates/punktfunk-host/src/main.rs` — the hidden `zerocopy-worker` subcommand.
+2 -2
View File
@@ -85,13 +85,13 @@ cp /usr/share/punktfunk/host.env.bazzite ~/.config/punktfunk/host.env
The template is deliberately minimal — it does **not** force a compositor, because the host The template is deliberately minimal — it does **not** force a compositor, because the host
auto-detects Gaming Mode (gamescope) vs Desktop (KWin) on every connect and follows the switch auto-detects Gaming Mode (gamescope) vs Desktop (KWin) on every connect and follows the switch
mid-stream. The only settings that matter are the session anchors plus zero-copy: mid-stream. The only settings that matter are the session anchors (GPU zero-copy is on by default):
```sh ```sh
XDG_RUNTIME_DIR=/run/user/1000 XDG_RUNTIME_DIR=/run/user/1000
DBUS_SESSION_BUS_ADDRESS=unix:path=/run/user/1000/bus DBUS_SESSION_BUS_ADDRESS=unix:path=/run/user/1000/bus
PUNKTFUNK_VIDEO_SOURCE=virtual PUNKTFUNK_VIDEO_SOURCE=virtual
PUNKTFUNK_ZEROCOPY=1 # GPU zero-copy (dmabuf → CUDA → NVENC); auto-falls back to CPU # GPU zero-copy (dmabuf → CUDA → NVENC) is ON by default; auto-falls back to CPU. Set =0 to force CPU.
PUNKTFUNK_GAMESCOPE_ATTACH=1 # Gaming Mode = attach to the box's own session (see below) PUNKTFUNK_GAMESCOPE_ATTACH=1 # Gaming Mode = attach to the box's own session (see below)
``` ```
+1 -1
View File
@@ -36,7 +36,7 @@ On Linux the host **rewrites `WAYLAND_DISPLAY` / `XDG_CURRENT_DESKTOP` / `XDG_RU
|---|---|---| |---|---|---|
| `PUNKTFUNK_COMPOSITOR` | `kwin` · `mutter` · `gamescope` · `wlroots` (aliases: `kde`/`plasma`, `gnome`, `sway`/`hyprland`) | Which backend creates the virtual display. **Leave unset to auto-detect;** set only to force one. | | `PUNKTFUNK_COMPOSITOR` | `kwin` · `mutter` · `gamescope` · `wlroots` (aliases: `kde`/`plasma`, `gnome`, `sway`/`hyprland`) | Which backend creates the virtual display. **Leave unset to auto-detect;** set only to force one. |
| `PUNKTFUNK_VIDEO_SOURCE` | `virtual` · `portal` | `virtual` creates a per-client display at the client's exact mode (the normal choice). `portal` captures an existing monitor instead. | | `PUNKTFUNK_VIDEO_SOURCE` | `virtual` · `portal` | `virtual` creates a per-client display at the client's exact mode (the normal choice). `portal` captures an existing monitor instead. |
| `PUNKTFUNK_ZEROCOPY` | `1` · `0` | GPU zero-copy capture→encode (dmabuf → CUDA → NVENC, or D3D11 on Windows). Leave on; it falls back to a CPU path automatically. | | `PUNKTFUNK_ZEROCOPY` | `1` · `0` *(default on)* | GPU zero-copy capture→encode (dmabuf → CUDA → NVENC, or D3D11 on Windows). **On by default** — no need to set it; it falls back to a CPU path automatically. Set `0` to force the CPU path. One exception: Windows **Intel/QSV** keeps the CPU path by default until zero-copy is validated on Intel hardware — set `1` to try it there. |
| `PUNKTFUNK_INPUT_BACKEND` | `libei` · `gamescope` · `wlr` · `uinput` | How input is injected. `libei` for GNOME/KDE, `gamescope` for Bazzite/gamescope, `wlr` for Sway/wlroots. Auto-detected with the compositor. | | `PUNKTFUNK_INPUT_BACKEND` | `libei` · `gamescope` · `wlr` · `uinput` | How input is injected. `libei` for GNOME/KDE, `gamescope` for Bazzite/gamescope, `wlr` for Sway/wlroots. Auto-detected with the compositor. |
| `PUNKTFUNK_ENCODER` | `auto` · `nvenc` · `vaapi` (Linux) · `amf` · `qsv` (Windows) · `software` | Encoder backend. `auto` (default) detects the GPU vendor: NVIDIA→NVENC, AMD→VAAPI/AMF, Intel→VAAPI/QSV. `software` (aliases `sw`/`openh264`) is the GPU-less H.264 path on both platforms — on Windows `auto` falls back to it when no GPU is found; on Linux it is **explicit-only** (`auto` never picks it). | | `PUNKTFUNK_ENCODER` | `auto` · `nvenc` · `vaapi` (Linux) · `amf` · `qsv` (Windows) · `software` | Encoder backend. `auto` (default) detects the GPU vendor: NVIDIA→NVENC, AMD→VAAPI/AMF, Intel→VAAPI/QSV. `software` (aliases `sw`/`openh264`) is the GPU-less H.264 path on both platforms — on Windows `auto` falls back to it when no GPU is found; on Linux it is **explicit-only** (`auto` never picks it). |
| `PUNKTFUNK_RENDER_NODE` | path | Linux DRM render node for zero-copy (default `/dev/dri/renderD128`). Set on multi-GPU boxes to pick the right GPU. | | `PUNKTFUNK_RENDER_NODE` | path | Linux DRM render node for zero-copy (default `/dev/dri/renderD128`). Set on multi-GPU boxes to pick the right GPU. |
+1 -1
View File
@@ -21,7 +21,7 @@ WAYLAND_DISPLAY=wayland-0
XDG_CURRENT_DESKTOP=GNOME XDG_CURRENT_DESKTOP=GNOME
PUNKTFUNK_COMPOSITOR=mutter PUNKTFUNK_COMPOSITOR=mutter
PUNKTFUNK_VIDEO_SOURCE=virtual PUNKTFUNK_VIDEO_SOURCE=virtual
PUNKTFUNK_ZEROCOPY=1 # GPU zero-copy (dmabuf → CUDA → NVENC) is ON by default; auto-falls back to CPU. Set =0 to force CPU.
PUNKTFUNK_INPUT_BACKEND=libei PUNKTFUNK_INPUT_BACKEND=libei
``` ```
+1 -1
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@@ -20,7 +20,7 @@ WAYLAND_DISPLAY=wayland-0
XDG_CURRENT_DESKTOP=KDE XDG_CURRENT_DESKTOP=KDE
PUNKTFUNK_COMPOSITOR=kwin PUNKTFUNK_COMPOSITOR=kwin
PUNKTFUNK_VIDEO_SOURCE=virtual PUNKTFUNK_VIDEO_SOURCE=virtual
PUNKTFUNK_ZEROCOPY=1 # GPU zero-copy (dmabuf → CUDA → NVENC) is ON by default; auto-falls back to CPU. Set =0 to force CPU.
PUNKTFUNK_INPUT_BACKEND=libei PUNKTFUNK_INPUT_BACKEND=libei
``` ```
+1 -1
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@@ -27,7 +27,7 @@ these in `~/.config/punktfunk/host.env`:
PUNKTFUNK_COMPOSITOR=wlroots # aliases: sway, hyprland PUNKTFUNK_COMPOSITOR=wlroots # aliases: sway, hyprland
PUNKTFUNK_INPUT_BACKEND=wlr PUNKTFUNK_INPUT_BACKEND=wlr
PUNKTFUNK_VIDEO_SOURCE=virtual PUNKTFUNK_VIDEO_SOURCE=virtual
PUNKTFUNK_ZEROCOPY=1 # GPU zero-copy capture→encode; auto-falls back to CPU # GPU zero-copy capture→encode is ON by default; auto-falls back to CPU. Set PUNKTFUNK_ZEROCOPY=0 to force CPU.
``` ```
See [Configuration](/docs/configuration) for the full reference. See [Configuration](/docs/configuration) for the full reference.
@@ -38,6 +38,24 @@ the individual options documented further down.
| **Hot-desk** | One user at a time with fast reattach — roaming between your own devices. A second user is told the box is busy, and each device+resolution keeps its own scaling. | | **Hot-desk** | One user at a time with fast reattach — roaming between your own devices. A second user is told the box is busy, and each device+resolution keeps its own scaling. |
| **Workstation** | The multi-monitor daily driver. Your displays come back exactly where you arranged them, with per-client identity and an exclusive desktop. | | **Workstation** | The multi-monitor daily driver. Your displays come back exactly where you arranged them, with per-client identity and an exclusive desktop. |
## Save your own preset
The five above are curated starting points. When you've dialed in a setup you like — whether by
picking a preset and tweaking it or by setting every option under **Custom** — you can **save it as
your own named preset** and switch back to it in one click later.
- **Save as preset** — names the settings currently in force (all of the options below **plus**
*Dedicated game sessions*) and adds it to the picker alongside the built-ins.
- **Apply** — selecting a saved preset writes exactly those settings, the same as picking a built-in.
- **Edit / delete** — rename a saved preset, update it to your current settings, or remove it. Deleting
a preset never changes what's running — it only takes the card out of the picker.
Unlike the built-in presets (which deliberately leave *Dedicated game sessions* alone so switching
presets never changes your game-launch routing), a **custom preset captures your full setup**,
including that axis — because it's *your* saved configuration, not a curated behavior bundle. Custom
presets live on the host in `display-presets.json` (next to `display-settings.json`); the catalog and
the active policy are independent, so editing a preset never disturbs a running session.
## Options reference ## Options reference
Choose **Custom** in the console to set these directly. Choose **Custom** in the console to set these directly.
@@ -106,6 +124,26 @@ Per-backend support:
each client), up to **max displays**. Arrange them under Host → *Virtual displays* once two or more each client), up to **max displays**. Arrange them under Host → *Virtual displays* once two or more
are streaming. are streaming.
### Dedicated game sessions
**Dedicated game sessions** control how a session that *launches a game from your library* is served
(Linux hosts):
- **Auto** (default) — the launch rides whatever session the box is in: the managed Steam session on a
Steam Deck / Bazzite couch box, a bare gamescope on a plain distro, or spawned into your live KDE /
GNOME / Sway desktop.
- **Dedicated** — every library launch gets its **own headless gamescope at your exact resolution and
refresh**, with just the game inside. The game boots straight in — no Steam Big Picture to navigate,
no game-mode desktop. Steam titles launch with the client hidden (`steam -silent`); non-Steam titles
start almost instantly (gamescope up in ~1 s, then the game's own boot). Combined with **keep alive**,
the game keeps running when you disconnect and you re-attach straight back into it; when you quit the
game, the session ends cleanly and your client returns to its library.
Dedicated needs `gamescope` installed on the host; if it isn't, a launch falls back to **Auto**
routing. This axis is independent of the preset — pick it under Host → *Virtual displays*. On a box
that's already in Steam game mode, a dedicated Steam launch frees game mode's Steam first and restores
it when the session ends. (GameStream / Moonlight launches follow the same routing.)
## Persistent scaling ## Persistent scaling
Set your display **scaling** once and have it stick across reconnects. This works by giving each Set your display **scaling** once and have it stick across reconnects. This works by giving each
@@ -149,3 +187,13 @@ an empty extension. Use **Primary** or **Exclusive** so your desktop actually la
**KWin virtual outputs need KWin ≥ 6.5.6.** Older KWin can't create the virtual output at all — **KWin virtual outputs need KWin ≥ 6.5.6.** Older KWin can't create the virtual output at all —
see [requirements](/docs/requirements). see [requirements](/docs/requirements).
**Reconnecting into game mode reconnects cleanly now.** On a Steam Deck / Bazzite box, disconnecting
and reconnecting within game mode reuses the still-warm session (or cleanly recreates it) instead of
landing on a dead stream — and switching between game mode and the KDE / GNOME desktop mid-stream
follows the switch. If a launched game **exits**, a dedicated session ends and returns you to your
library; a game mode / desktop session keeps streaming.
**My couch box's TV stayed on the streamed session after I disconnected.** With the **gaming-rig**
preset (keep alive = *forever*), a managed Steam session is held indefinitely so a reconnect resumes
instantly — return to game mode on the box (or restart the host) to hand the TV back.
+22
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@@ -283,6 +283,16 @@
#define QUIT_CLOSE_CODE 81 #define QUIT_CLOSE_CODE 81
#endif #endif
#if defined(PUNKTFUNK_FEATURE_QUIC)
// QUIC application error code the **host** closes the control connection with when a **dedicated game
// session's game process exits** (the nested gamescope died — the user quit the game), so a launcher
// client can distinguish "the game ended" from an error and return to its library cleanly rather than
// surfacing a failure (`design/gamemode-and-dedicated-sessions.md` §5.3). Sibling of
// [`QUIT_CLOSE_CODE`]; a client that doesn't special-case it still ends the session (every client
// returns to its launcher on session end), so it is purely refinement. Shared so host + clients agree.
#define APP_EXITED_CLOSE_CODE 82
#endif
#if defined(PUNKTFUNK_FEATURE_QUIC) #if defined(PUNKTFUNK_FEATURE_QUIC)
// [`Hello::video_codecs`] bit: the client can decode H.264 / AVC. The GPU-less **software** // [`Hello::video_codecs`] bit: the client can decode H.264 / AVC. The GPU-less **software**
// encode path (openh264) emits H.264, so a client that wants to stream from a software host MUST // encode path (openh264) emits H.264, so a client that wants to stream from a software host MUST
@@ -1491,6 +1501,18 @@ PunktfunkStatus punktfunk_connection_probe_result(const PunktfunkConnection *c,
PunktfunkProbeResult *out); PunktfunkProbeResult *out);
#endif #endif
#if defined(PUNKTFUNK_FEATURE_QUIC)
// Signal a **deliberate quit** (a user "stop", not a network drop) before closing: the connection
// closes with [`QUIT_CLOSE_CODE`] instead of code 0, so the host tears the session down immediately
// (skips the keep-alive linger) rather than holding it for a reconnect. Call this right before
// [`punktfunk_connection_close`] on a user-initiated disconnect; a plain close (network drop,
// backgrounding) leaves the linger intact. NULL is a no-op.
//
// # Safety
// `c` was returned by [`punktfunk_connect`] and remains valid (closed via `punktfunk_connection_close`).
void punktfunk_connection_disconnect_quit(PunktfunkConnection *c);
#endif
#if defined(PUNKTFUNK_FEATURE_QUIC) #if defined(PUNKTFUNK_FEATURE_QUIC)
// Close the connection and free the handle (joins the internal threads). NULL is a no-op. // Close the connection and free the handle (joins the internal threads). NULL is a no-op.
// //
+6 -5
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@@ -242,8 +242,9 @@ PUNKTFUNK_GAMESCOPE_APP=steam -gamepadui
# gamescope hosts its own EIS input socket — input lands in the nested session. # gamescope hosts its own EIS input socket — input lands in the nested session.
PUNKTFUNK_INPUT_BACKEND=gamescope PUNKTFUNK_INPUT_BACKEND=gamescope
# GPU zero-copy capture (dmabuf -> CUDA -> NVENC). Auto-falls back to CPU if unavailable. # GPU zero-copy capture (dmabuf -> CUDA -> NVENC) is ON by default and auto-falls back to CPU if
PUNKTFUNK_ZEROCOPY=1 # unavailable. No need to set it. Set to 0 only to force the CPU path.
# PUNKTFUNK_ZEROCOPY=0
#RUST_LOG=info #RUST_LOG=info
``` ```
@@ -257,7 +258,7 @@ PUNKTFUNK_ZEROCOPY=1
| `PUNKTFUNK_VIDEO_SOURCE` | `virtual` | Create a per-client virtual output at the client's exact WxH@Hz (the flagship "native resolution, no scaling" mode), vs. `portal` which captures an existing monitor. | | `PUNKTFUNK_VIDEO_SOURCE` | `virtual` | Create a per-client virtual output at the client's exact WxH@Hz (the flagship "native resolution, no scaling" mode), vs. `portal` which captures an existing monitor. |
| `PUNKTFUNK_GAMESCOPE_APP` | `steam -gamepadui` | The command launched **inside** the nested gamescope — here, a SteamOS-style couch UI. Set it to whatever you want the session to run. | | `PUNKTFUNK_GAMESCOPE_APP` | `steam -gamepadui` | The command launched **inside** the nested gamescope — here, a SteamOS-style couch UI. Set it to whatever you want the session to run. |
| `PUNKTFUNK_INPUT_BACKEND` | `gamescope` | Inject mouse/keyboard/gamepad into the nested gamescope via its own EIS socket. | | `PUNKTFUNK_INPUT_BACKEND` | `gamescope` | Inject mouse/keyboard/gamepad into the nested gamescope via its own EIS socket. |
| `PUNKTFUNK_ZEROCOPY` | `1` | GPU zero-copy capture (dmabuf → CUDA → NVENC). Falls back to CPU automatically if unavailable. | | `PUNKTFUNK_ZEROCOPY` | `on` *(default)* | GPU zero-copy capture (dmabuf → CUDA → NVENC), on by default. Falls back to CPU automatically if unavailable; set `0` to force the CPU path. |
| `RUST_LOG` | (commented) | Uncomment `RUST_LOG=info` for verbose logs while debugging. | | `RUST_LOG` | (commented) | Uncomment `RUST_LOG=info` for verbose logs while debugging. |
**Optional — a real DualSense for clients holding one:** add `PUNKTFUNK_GAMEPAD=dualsense` to present **Optional — a real DualSense for clients holding one:** add `PUNKTFUNK_GAMEPAD=dualsense` to present
@@ -463,8 +464,8 @@ desktop viewer.
after an `rpm-ostree`/`bootc` update, confirm the NVIDIA driver still loads (`nvidia-smi`) before after an `rpm-ostree`/`bootc` update, confirm the NVIDIA driver still loads (`nvidia-smi`) before
blaming punktfunk. blaming punktfunk.
- **`PUNKTFUNK_ZEROCOPY=1` but it falls back to CPU.** The zero-copy path needs working EGL/CUDA from - **Zero-copy falls back to CPU.** The zero-copy path (on by default) needs working EGL/CUDA from the
the NVIDIA driver. The code falls back to CPU automatically; check the log for the fallback line and NVIDIA driver. The code falls back to CPU automatically; check the log for the fallback line and
verify the `-nvidia` image / driver is healthy. verify the `-nvidia` image / driver is healthy.
- **Wrong UID in `host.env`.** `XDG_RUNTIME_DIR=/run/user/1000` and the bus path assume UID 1000. Run - **Wrong UID in `host.env`.** `XDG_RUNTIME_DIR=/run/user/1000` and the bus path assume UID 1000. Run
+3 -2
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@@ -10,8 +10,9 @@ DBUS_SESSION_BUS_ADDRESS=unix:path=/run/user/1000/bus
PUNKTFUNK_VIDEO_SOURCE=virtual PUNKTFUNK_VIDEO_SOURCE=virtual
# GPU zero-copy capture (dmabuf -> CUDA -> NVENC). Auto-falls back to CPU if unavailable. # GPU zero-copy capture (dmabuf -> CUDA -> NVENC) is ON by default and auto-falls back to CPU if
PUNKTFUNK_ZEROCOPY=1 # unavailable. No need to set it. Set to 0 only to force the CPU path.
# PUNKTFUNK_ZEROCOPY=0
#RUST_LOG=info #RUST_LOG=info
+1 -1
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@@ -8,7 +8,7 @@ WAYLAND_DISPLAY=wayland-kde
XDG_CURRENT_DESKTOP=KDE XDG_CURRENT_DESKTOP=KDE
PUNKTFUNK_COMPOSITOR=kwin PUNKTFUNK_COMPOSITOR=kwin
PUNKTFUNK_VIDEO_SOURCE=virtual PUNKTFUNK_VIDEO_SOURCE=virtual
PUNKTFUNK_ZEROCOPY=1 # GPU zero-copy (dmabuf → CUDA → NVENC) is ON by default; auto-falls back to CPU. Set =0 to force CPU.
PUNKTFUNK_INPUT_BACKEND=libei PUNKTFUNK_INPUT_BACKEND=libei
# UDP Generic Segmentation Offload on the send path: coalesce a frame's equal-size packets into # UDP Generic Segmentation Offload on the send path: coalesce a frame's equal-size packets into
# kernel super-buffers (one sendmsg per ~64 packets instead of one per packet) — the dominant # kernel super-buffers (one sendmsg per ~64 packets instead of one per packet) — the dominant
+2 -2
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@@ -13,8 +13,8 @@
# bash scripts/headless/run-headless-kde.sh [WxH] # default 1920x1080 # bash scripts/headless/run-headless-kde.sh [WxH] # default 1920x1080
# #
# Then in another shell: # Then in another shell:
# WAYLAND_DISPLAY=wayland-kde XDG_CURRENT_DESKTOP=KDE PUNKTFUNK_ZEROCOPY=1 \ # WAYLAND_DISPLAY=wayland-kde XDG_CURRENT_DESKTOP=KDE \
# punktfunk-host punktfunk1-host --source virtual --seconds 14400 # punktfunk-host punktfunk1-host --source virtual --seconds 14400 # zero-copy is on by default
set -euo pipefail set -euo pipefail
RES="${1:-1920x1080}" RES="${1:-1920x1080}"
+3 -2
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@@ -16,8 +16,9 @@ XDG_CURRENT_DESKTOP=KDE
# resolution+refresh (the flagship mode); `portal` captures an existing monitor. # resolution+refresh (the flagship mode); `portal` captures an existing monitor.
PUNKTFUNK_VIDEO_SOURCE=virtual PUNKTFUNK_VIDEO_SOURCE=virtual
# GPU zero-copy capture (EGL/Vulkan → CUDA → NVENC). Falls back to CPU automatically. # GPU zero-copy capture (dmabuf → CUDA → NVENC / VAAPI / Vulkan) is ON by default and falls back to
PUNKTFUNK_ZEROCOPY=1 # CPU automatically. No need to set it. Set to 0 only to force the CPU path.
# PUNKTFUNK_ZEROCOPY=0
# --- Bazzite / SteamOS-like host: host-managed Steam-Deck-UI session ----------------------- # --- Bazzite / SteamOS-like host: host-managed Steam-Deck-UI session -----------------------
# The host LAUNCHES gamescope-session-plus headless AT THE CLIENT'S mode (so games see the # The host LAUNCHES gamescope-session-plus headless AT THE CLIENT'S mode (so games see the
+11
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@@ -97,6 +97,10 @@
"display_conflict_reject": "Besetzt — ablehnen", "display_conflict_reject": "Besetzt — ablehnen",
"display_identity": "Client-Identität", "display_identity": "Client-Identität",
"display_identity_help": "Ob die gestreamte Anzeige eine stabile Client-Identität trägt, sodass der Desktop des Hosts die Monitor-Einstellungen dieses Clients (Skalierung, Auflösung) merkt und beim erneuten Verbinden wieder anwendet. Geteilt: eine Identität für alle. Pro Client: jedes Gerät eigene. Pro Client + Auflösung: separate Einstellungen je Gerät und Auflösung.", "display_identity_help": "Ob die gestreamte Anzeige eine stabile Client-Identität trägt, sodass der Desktop des Hosts die Monitor-Einstellungen dieses Clients (Skalierung, Auflösung) merkt und beim erneuten Verbinden wieder anwendet. Geteilt: eine Identität für alle. Pro Client: jedes Gerät eigene. Pro Client + Auflösung: separate Einstellungen je Gerät und Auflösung.",
"display_game_session": "Dedizierte Spiel-Sitzungen",
"display_game_session_help": "Wie eine Sitzung bedient wird, die ein Spiel aus der Bibliothek startet. „Dediziert“ gibt dem Start immer ein eigenes headless-gamescope in genau deiner Auflösung — das Spiel startet direkt, ohne Steam Big Picture, ohne Game-Mode. „Auto“ nutzt die aktuelle Sitzung der Box. gamescope muss installiert sein; sonst fällt Dediziert auf Auto zurück.",
"display_game_session_auto": "Auto",
"display_game_session_dedicated": "Dediziert",
"display_identity_shared": "Geteilt", "display_identity_shared": "Geteilt",
"display_identity_per_client": "Pro Client", "display_identity_per_client": "Pro Client",
"display_identity_per_client_mode": "Pro Client + Auflösung", "display_identity_per_client_mode": "Pro Client + Auflösung",
@@ -104,6 +108,13 @@
"display_layout_help": "Automatisch ordnet die Anzeigen nebeneinander an (links nach rechts). Manuell: Du platzierst jede selbst — ein X/Y-Editor pro Anzeige erscheint im Abschnitt „Aktive Displays“ unten, sobald zwei oder mehr streamen.", "display_layout_help": "Automatisch ordnet die Anzeigen nebeneinander an (links nach rechts). Manuell: Du platzierst jede selbst — ein X/Y-Editor pro Anzeige erscheint im Abschnitt „Aktive Displays“ unten, sobald zwei oder mehr streamen.",
"display_layout_auto_row": "Automatisch (nebeneinander)", "display_layout_auto_row": "Automatisch (nebeneinander)",
"display_layout_manual": "Manuell", "display_layout_manual": "Manuell",
"display_preset_custom_label": "Eigene Voreinstellungen",
"display_preset_save_as": "Als Voreinstellung speichern…",
"display_preset_name": "Name der Voreinstellung",
"display_preset_edit": "Umbenennen",
"display_preset_update": "Auf aktuelle Einstellungen aktualisieren",
"display_preset_delete": "Löschen",
"display_preset_delete_confirm": "Diese eigene Voreinstellung löschen?",
"clients_title": "Gekoppelte Geräte", "clients_title": "Gekoppelte Geräte",
"clients_empty": "Noch keine gekoppelten Geräte.", "clients_empty": "Noch keine gekoppelten Geräte.",
"clients_name": "Name", "clients_name": "Name",
+11
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@@ -97,6 +97,10 @@
"display_conflict_reject": "Busy — reject", "display_conflict_reject": "Busy — reject",
"display_identity": "Per-client identity", "display_identity": "Per-client identity",
"display_identity_help": "Whether the streamed display carries a stable per-client identity, so the host's desktop remembers that client's per-monitor settings (scaling, resolution) and reapplies them when it reconnects. Shared: one identity for everyone. Per client: each device keeps its own. Per client + resolution: a device keeps separate settings per resolution it connects at.", "display_identity_help": "Whether the streamed display carries a stable per-client identity, so the host's desktop remembers that client's per-monitor settings (scaling, resolution) and reapplies them when it reconnects. Shared: one identity for everyone. Per client: each device keeps its own. Per client + resolution: a device keeps separate settings per resolution it connects at.",
"display_game_session": "Dedicated game sessions",
"display_game_session_help": "How a session that launches a game from the library is served. “Dedicated” always gives the launch its own headless gamescope at your exact resolution — the game boots straight in, no Steam Big Picture, no game mode. “Auto” uses whatever session the box is in. gamescope must be installed; otherwise Dedicated falls back to Auto.",
"display_game_session_auto": "Auto",
"display_game_session_dedicated": "Dedicated",
"display_identity_shared": "Shared", "display_identity_shared": "Shared",
"display_identity_per_client": "Per client", "display_identity_per_client": "Per client",
"display_identity_per_client_mode": "Per client + resolution", "display_identity_per_client_mode": "Per client + resolution",
@@ -104,6 +108,13 @@
"display_layout_help": "Auto lays displays out side by side, left to right. Manual: you position each one yourself — a per-display X/Y editor appears in the Live displays section below once two or more are streaming.", "display_layout_help": "Auto lays displays out side by side, left to right. Manual: you position each one yourself — a per-display X/Y editor appears in the Live displays section below once two or more are streaming.",
"display_layout_auto_row": "Auto (side by side)", "display_layout_auto_row": "Auto (side by side)",
"display_layout_manual": "Manual", "display_layout_manual": "Manual",
"display_preset_custom_label": "Custom presets",
"display_preset_save_as": "Save as preset…",
"display_preset_name": "Preset name",
"display_preset_edit": "Rename",
"display_preset_update": "Update to current settings",
"display_preset_delete": "Delete",
"display_preset_delete_confirm": "Delete this custom preset?",
"clients_title": "Paired clients", "clients_title": "Paired clients",
"clients_empty": "No paired clients yet.", "clients_empty": "No paired clients yet.",
"clients_name": "Name", "clients_name": "Name",
+243 -3
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@@ -1,19 +1,25 @@
import { useQueryClient } from "@tanstack/react-query"; import { useQueryClient } from "@tanstack/react-query";
import { Button } from "@unom/ui/button"; import { Button } from "@unom/ui/button";
import { type FC, type ReactNode, useEffect, useState } from "react"; import { Pencil, Plus, RefreshCw, Trash2 } from "lucide-react";
import { type FC, type MouseEvent, type ReactNode, useEffect, useState } from "react";
import { import {
getGetDisplayStateQueryKey, getGetDisplayStateQueryKey,
getGetDisplaySettingsQueryKey, getGetDisplaySettingsQueryKey,
useCreateCustomPreset,
useDeleteCustomPreset,
useGetDisplaySettings, useGetDisplaySettings,
useGetDisplayState, useGetDisplayState,
useReleaseDisplay, useReleaseDisplay,
useSetDisplayLayout, useSetDisplayLayout,
useSetDisplaySettings, useSetDisplaySettings,
useUpdateCustomPreset,
} from "@/api/gen/display/display"; } from "@/api/gen/display/display";
import type { import type {
ApiDisplayInfo, ApiDisplayInfo,
CustomPreset,
DisplayPolicy, DisplayPolicy,
EffectivePolicy, EffectivePolicy,
GameSession,
Identity, Identity,
KeepAlive, KeepAlive,
LayoutMode, LayoutMode,
@@ -74,6 +80,7 @@ export const DisplaySection: FC = () => {
draft={draft} draft={draft}
setDraft={setDraft} setDraft={setDraft}
presets={q.data.presets} presets={q.data.presets}
customPresets={q.data.custom_presets}
apply={apply} apply={apply}
busy={save.isPending} busy={save.isPending}
error={apiErrorMessage(save.error)} error={apiErrorMessage(save.error)}
@@ -108,10 +115,23 @@ const DisplayForm: FC<{
draft: DisplayPolicy; draft: DisplayPolicy;
setDraft: (p: DisplayPolicy) => void; setDraft: (p: DisplayPolicy) => void;
presets: { id: string; summary: string; fields: EffectivePolicy }[]; presets: { id: string; summary: string; fields: EffectivePolicy }[];
customPresets: CustomPreset[];
apply: (p: DisplayPolicy) => void; apply: (p: DisplayPolicy) => void;
busy: boolean; busy: boolean;
error?: string; error?: string;
}> = ({ draft, setDraft, presets, apply, busy, error }) => { }> = ({ draft, setDraft, presets, customPresets, apply, busy, error }) => {
const qc = useQueryClient();
const createPreset = useCreateCustomPreset();
const updatePreset = useUpdateCustomPreset();
const deletePreset = useDeleteCustomPreset();
const invalidateSettings = () =>
qc.invalidateQueries({ queryKey: getGetDisplaySettingsQueryKey() });
const presetBusy =
createPreset.isPending || updatePreset.isPending || deletePreset.isPending;
const presetError = apiErrorMessage(
createPreset.error ?? updatePreset.error ?? deletePreset.error,
);
const preset: Preset = draft.preset ?? "custom"; const preset: Preset = draft.preset ?? "custom";
const isCustom = preset === "custom"; const isCustom = preset === "custom";
@@ -141,12 +161,64 @@ const DisplayForm: FC<{
identity: effective.identity, identity: effective.identity,
layout: effective.layout, layout: effective.layout,
max_displays: effective.max_displays, max_displays: effective.max_displays,
// Game-session is orthogonal to the preset — carry it through the Custom switch.
game_session: draft.game_session ?? "auto",
}); });
} else { } else {
apply({ ...draft, preset: id as Preset }); apply({ ...draft, preset: id as Preset });
} }
}; };
// Applying a custom preset writes a `Custom` policy carrying its saved fields + game-session (the
// one axis a preset DOES set) — the host has no separate apply route (design/gamemode-and-…).
const applyCustomPreset = (p: CustomPreset) =>
apply({
version: 1,
preset: "custom",
...p.fields,
game_session: p.game_session ?? "auto",
});
// A custom card is "current" when the in-force policy is a Custom one whose fields + game-session
// value-match this preset (there is no id on DisplayPolicy — match by value).
const customSelected = (p: CustomPreset): boolean =>
isCustom &&
(draft.game_session ?? "auto") === (p.game_session ?? "auto") &&
deepEqual(effective, p.fields);
const anyCustomSelected = customPresets.some(customSelected);
// Save the currently-in-force behavior (built-in OR hand-edited) as a new named preset.
const saveAsPreset = () => {
const name = prompt(m.display_preset_name())?.trim();
if (!name) return; // cancelled or empty
createPreset.mutate(
{
data: { name, fields: effective, game_session: draft.game_session ?? "auto" },
},
{ onSuccess: invalidateSettings },
);
};
const renamePreset = (p: CustomPreset) => {
const name = prompt(m.display_preset_name(), p.name)?.trim();
if (!name) return;
updatePreset.mutate(
{ id: p.id, data: { name, fields: p.fields, game_session: p.game_session ?? "auto" } },
{ onSuccess: invalidateSettings },
);
};
const updatePresetToCurrent = (p: CustomPreset) =>
updatePreset.mutate(
{
id: p.id,
data: { name: p.name, fields: effective, game_session: draft.game_session ?? "auto" },
},
{ onSuccess: invalidateSettings },
);
const removePreset = (p: CustomPreset) => {
if (!confirm(m.display_preset_delete_confirm())) return;
deletePreset.mutate({ id: p.id }, { onSuccess: invalidateSettings });
};
const ka = customFields.keep_alive; const ka = customFields.keep_alive;
// The duration value, remembered across the Off/Keep toggle so switching back restores it. // The duration value, remembered across the Off/Keep toggle so switching back restores it.
const [keepSecs, setKeepSecs] = useState(ka.mode === "duration" ? ka.seconds : 300); const [keepSecs, setKeepSecs] = useState(ka.mode === "duration" ? ka.seconds : 300);
@@ -161,7 +233,9 @@ const DisplayForm: FC<{
const p = presets.find((x) => x.id === id); const p = presets.find((x) => x.id === id);
const fields = id === "custom" ? undefined : p?.fields; const fields = id === "custom" ? undefined : p?.fields;
const summary = id === "custom" ? m.display_custom_desc() : p?.summary; const summary = id === "custom" ? m.display_custom_desc() : p?.summary;
const selected = preset === id; // The built-in "Custom" card is the hand-edit mode; when the active Custom policy
// value-matches a saved preset, that preset's card owns the "current" ring instead.
const selected = preset === id && !(id === "custom" && anyCustomSelected);
const soon = DISABLED_PRESETS.has(id); const soon = DISABLED_PRESETS.has(id);
const disabled = busy || soon; const disabled = busy || soon;
const pick = () => { const pick = () => {
@@ -218,6 +292,44 @@ const DisplayForm: FC<{
</div> </div>
</div> </div>
{/* Custom presets the operator's saved field-bundles, rendered like the built-ins but
editable/deletable, plus a "Save as preset" that captures the current effective behavior. */}
<div className="space-y-4">
<div className="flex flex-wrap items-center justify-between gap-2">
<Label className="text-base font-semibold">
{m.display_preset_custom_label()}
</Label>
<Button
size="sm"
variant="outline"
disabled={busy || presetBusy}
onClick={saveAsPreset}
>
<Plus className="mr-1 size-4" />
{m.display_preset_save_as()}
</Button>
</div>
{customPresets.length > 0 && (
<div className="grid gap-3 sm:grid-cols-2">
{customPresets.map((p) => (
<CustomPresetCard
key={p.id}
preset={p}
selected={customSelected(p)}
busy={busy || presetBusy}
onApply={() => applyCustomPreset(p)}
onRename={() => renamePreset(p)}
onUpdate={() => updatePresetToCurrent(p)}
onDelete={() => removePreset(p)}
/>
))}
</div>
)}
{presetError && (
<p className="text-sm text-amber-600 dark:text-amber-500">{presetError}</p>
)}
</div>
{/* Custom: every option by hand */} {/* Custom: every option by hand */}
{isCustom && ( {isCustom && (
<div className="space-y-6 rounded-lg border p-5"> <div className="space-y-6 rounded-lg border p-5">
@@ -330,6 +442,24 @@ const DisplayForm: FC<{
</div> </div>
)} )}
{/* Game-session routing orthogonal to the preset/lifecycle axes, so it lives outside the
Custom block and applies immediately on change (like a preset click). */}
<div className="border-t pt-4">
<Choice
label={m.display_game_session()}
help={m.display_game_session_help()}
value={draft.game_session ?? "auto"}
options={["auto", "dedicated"]}
labels={GAME_SESSION_LABEL}
disabled={busy}
onPick={(v) => {
const next = { ...draft, game_session: v as GameSession };
setDraft(next);
apply(next);
}}
/>
</div>
{/* What's in force right now */} {/* What's in force right now */}
<div className="flex flex-wrap items-center gap-2 border-t pt-3"> <div className="flex flex-wrap items-center gap-2 border-t pt-3">
<span className="text-sm text-muted-foreground">{m.display_effective()}:</span> <span className="text-sm text-muted-foreground">{m.display_effective()}:</span>
@@ -339,6 +469,9 @@ const DisplayForm: FC<{
<Badge variant="outline">{tr(IDENTITY_LABEL, effective.identity)}</Badge> <Badge variant="outline">{tr(IDENTITY_LABEL, effective.identity)}</Badge>
<Badge variant="outline">{tr(LAYOUT_LABEL, effective.layout.mode)}</Badge> <Badge variant="outline">{tr(LAYOUT_LABEL, effective.layout.mode)}</Badge>
<Badge variant="outline">{`${effective.max_displays}×`}</Badge> <Badge variant="outline">{`${effective.max_displays}×`}</Badge>
{(draft.game_session ?? "auto") === "dedicated" && (
<Badge variant="secondary">{m.display_game_session_dedicated()}</Badge>
)}
</div> </div>
<p className="max-w-prose text-xs text-muted-foreground">{m.display_pending_note()}</p> <p className="max-w-prose text-xs text-muted-foreground">{m.display_pending_note()}</p>
@@ -388,6 +521,95 @@ const Choice: FC<{
</Field> </Field>
); );
/**
* One saved custom preset the same interactive card as the built-ins (click to apply writes a
* `Custom` policy carrying `preset.fields`), plus rename / update-to-current / delete affordances
* (each stops propagation so it doesn't also fire the card's apply). Field badges mirror the
* built-ins; the game-session badge shows only when it isn't the default `auto`.
*/
const CustomPresetCard: FC<{
preset: CustomPreset;
selected: boolean;
busy: boolean;
onApply: () => void;
onRename: () => void;
onUpdate: () => void;
onDelete: () => void;
}> = ({ preset, selected, busy, onApply, onRename, onUpdate, onDelete }) => {
const fields = preset.fields;
const stop = (fn: () => void) => (e: MouseEvent) => {
e.stopPropagation();
if (!busy) fn();
};
return (
<Card
interactive
role="button"
tabIndex={busy ? -1 : 0}
aria-pressed={selected}
aria-disabled={busy || undefined}
onClick={() => !busy && onApply()}
onKeyDown={(e) => {
if (e.key === "Enter" || e.key === " ") {
e.preventDefault();
if (!busy) onApply();
}
}}
className={cn(
"flex h-full flex-col p-4",
busy ? "cursor-not-allowed opacity-60" : "cursor-pointer",
selected && "ring-2 ring-primary",
)}
>
<div className="flex items-start justify-between gap-2">
<span className="min-w-0 truncate text-base font-semibold">{preset.name}</span>
<div className="flex shrink-0 items-center gap-1">
{selected && <Badge variant="success">{m.display_preset_current()}</Badge>}
<Button
size="icon"
variant="ghost"
disabled={busy}
title={m.display_preset_edit()}
aria-label={m.display_preset_edit()}
onClick={stop(onRename)}
>
<Pencil className="size-4" />
</Button>
<Button
size="icon"
variant="ghost"
disabled={busy}
title={m.display_preset_update()}
aria-label={m.display_preset_update()}
onClick={stop(onUpdate)}
>
<RefreshCw className="size-4" />
</Button>
<Button
size="icon"
variant="ghost"
disabled={busy}
title={m.display_preset_delete()}
aria-label={m.display_preset_delete()}
onClick={stop(onDelete)}
>
<Trash2 className="size-4" />
</Button>
</div>
</div>
<div className="mt-auto flex flex-wrap gap-1.5 pt-3">
<Badge variant="secondary">{fmtKeepAlive(fields.keep_alive)}</Badge>
<Badge variant="secondary">{tr(TOPOLOGY_LABEL, fields.topology)}</Badge>
<Badge variant="outline">{tr(CONFLICT_LABEL, fields.mode_conflict)}</Badge>
<Badge variant="outline">{tr(IDENTITY_LABEL, fields.identity)}</Badge>
{(preset.game_session ?? "auto") !== "auto" && (
<Badge variant="secondary">{tr(GAME_SESSION_LABEL, preset.game_session)}</Badge>
)}
</div>
</Card>
);
};
/** /**
* The host's live/kept virtual displays, polled from `/display/state`, each with a Release button * The host's live/kept virtual displays, polled from `/display/state`, each with a Release button
* for lingering/pinned ones (active displays can't be released — that's session control). * for lingering/pinned ones (active displays can't be released — that's session control).
@@ -611,6 +833,24 @@ const LAYOUT_LABEL: Record<string, () => string> = {
manual: m.display_layout_manual, manual: m.display_layout_manual,
}; };
const GAME_SESSION_LABEL: Record<string, () => string> = {
auto: m.display_game_session_auto,
dedicated: m.display_game_session_dedicated,
};
/** Structural equality for the value-match of a custom preset's fields against the effective policy
* (handles the nested `keep_alive` variants + `layout.positions` map; key order doesn't matter). */
const deepEqual = (a: unknown, b: unknown): boolean => {
if (a === b) return true;
if (typeof a !== "object" || typeof b !== "object" || a === null || b === null) return false;
const ak = Object.keys(a as object);
const bk = Object.keys(b as object);
if (ak.length !== bk.length) return false;
return ak.every((k) =>
deepEqual((a as Record<string, unknown>)[k], (b as Record<string, unknown>)[k]),
);
};
/** Look up a localized label, tolerating an unknown/undefined key (falls back to the raw value). */ /** Look up a localized label, tolerating an unknown/undefined key (falls back to the raw value). */
const tr = (map: Record<string, () => string>, key: string | null | undefined): string => { const tr = (map: Record<string, () => string>, key: string | null | undefined): string => {
const fn = key == null ? undefined : map[key]; const fn = key == null ? undefined : map[key];