2 Commits

Author SHA1 Message Date
enricobuehler 8ef320662b 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 06:26:22 +00:00
enricobuehler 04309d0ad9 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 06:26:22 +00:00
23 changed files with 1899 additions and 163 deletions
+13 -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": "0.8.0"
}, },
"paths": { "paths": {
"/api/v1/clients": { "/api/v1/clients": {
@@ -2240,6 +2240,10 @@
"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"
}, },
@@ -2399,6 +2403,14 @@
} }
} }
}, },
"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.",
+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;
} }
+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.
+25 -6
View File
@@ -246,14 +246,33 @@ 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);
let c = crate::vdisplay::compositor_for_kind(active.kind) // Dedicated game session (B0): a GameStream app whose launch RESOLVES to a command (library
.map(Ok) // id / apps.json command), under `game_session=dedicated` with gamescope available, gets its
.unwrap_or_else(crate::vdisplay::detect) // own headless gamescope spawn at the client mode — same routing as the native plane. Gate on
.context("detect compositor")?; // the resolved command so an unresolvable entry falls back to auto routing (review #9).
crate::vdisplay::apply_input_env(c); let has_launch = crate::library::resolve_session_launch(
c 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)
.map(Ok)
.unwrap_or_else(crate::vdisplay::detect)
.context("detect compositor")?;
crate::vdisplay::apply_input_env(c, false);
c
}
} }
}; };
let mut vd = crate::vdisplay::open(compositor).context("open virtual display")?; let mut vd = crate::vdisplay::open(compositor).context("open virtual display")?;
+5 -1
View File
@@ -1043,6 +1043,7 @@ fn display_settings_state() -> DisplaySettingsState {
"mode_conflict".into(), "mode_conflict".into(),
"identity".into(), "identity".into(),
"layout".into(), "layout".into(),
"game_session".into(),
], ],
} }
} }
@@ -1248,7 +1249,10 @@ 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,
+110 -12
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")]
@@ -3196,8 +3242,11 @@ 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.
@@ -3223,13 +3272,14 @@ 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();
@@ -3264,7 +3314,7 @@ 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();
} }
@@ -3331,6 +3381,27 @@ 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.
#[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 +3419,18 @@ 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,
@@ -3402,6 +3477,7 @@ 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();
tracing::info!( tracing::info!(
@@ -3592,6 +3668,10 @@ 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.
@@ -3709,6 +3789,14 @@ 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 +3821,17 @@ 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 +3858,7 @@ 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 -11
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,
} }
} }
@@ -518,6 +702,7 @@ 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 +714,11 @@ 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 +738,7 @@ 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 +752,7 @@ 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 +784,34 @@ 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 +834,27 @@ 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 +989,16 @@ 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 +1127,33 @@ 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;
// gamescope's node appears within a few seconds of the restart; Steam's first FRAME is slower persist_takeover(); // A3: survive a host crash mid-stream
// (Big Picture cold start) and is awaited by the caller's first-frame retry loop. // gamescope's node appears within a few seconds of the restart; Steam's first FRAME is slower
let node_id = wait_for_node(Duration::from_secs(30)).ok_or_else(|| { // (Big Picture cold start) and is awaited by the caller's first-frame retry loop. The managed
// 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()
@@ -725,12 +920,24 @@ 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 => {
tracing::info!( // keep_alive=forever → pin the managed session; leave PENDING_RESTORE unset.
secs = RESTORE_DEBOUNCE.as_secs(), *PENDING_RESTORE.lock().unwrap_or_else(|e| e.into_inner()) = None;
"gamescope: scheduled debounced TV-session restore (cancelled if a client reconnects)" tracing::info!(
); "gamescope: keep-alive=forever — managed session held (no TV-restore scheduled; \
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)
@@ -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() {
@@ -212,12 +212,11 @@ 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 }), ))
})
} }
} }
@@ -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)), ))
})
} }
} }
@@ -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,
}) })
} }
} }
+39 -2
View File
@@ -158,6 +158,22 @@ 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 +218,11 @@ 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 +245,7 @@ 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 +301,11 @@ 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 +318,8 @@ 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 +426,13 @@ 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<()> {
@@ -560,7 +595,9 @@ 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…
+244 -33
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.
matches!( if vd.poolable_now() {
e.life, // Reuse a kept display, matching backend + mode + launch (+ epoch for the desktop backends;
lifecycle::State::Lingering { .. } | lifecycle::State::Pinned // gamescope spawns are independent nested sessions, exempt from the active-session epoch —
) && e.backend == backend // see `epoch_matches`). The liveness probe (`kept_display_alive`, which may shell `pw-dump`
&& e.mode == mode // 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;
// Lingering/Pinned → Active (Acquire::Reuse); side effect matters, value is known. // 2. probe liveness OUTSIDE the lock;
e.life.acquire(); // 3. re-lock and re-find the SAME entry by its gen (another thread may have reused/removed
let gen = r.gen.fetch_add(1, Ordering::Relaxed); // it meanwhile — then we just miss and create fresh).
e.gen = gen; let candidate = {
let out = output_for(e.node_id, e.preferred_mode, gen, quit); let es = r.entries.lock().unwrap();
tracing::info!( es.iter()
backend, .find(|e| {
node_id = e.node_id, matches!(
"virtual display reused (keep-alive reconnect)" e.life,
); lifecycle::State::Lingering { .. } | lifecycle::State::Pinned
return Ok(out); ) && e.backend == backend
&& 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
)
}) {
Some(idx) if alive => {
es[idx].life.acquire();
let gen = r.gen.fetch_add(1, Ordering::Relaxed);
es[idx].gen = gen;
let preferred_mode = es[idx].preferred_mode;
tracing::info!(
backend,
node_id,
"virtual display reused (keep-alive reconnect)"
);
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,
} }
} }
@@ -31,7 +31,7 @@ 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, force_extend_topology, isolate_displays_ccd, resolve_gdi_name, restore_displays_ccd,
set_active_mode, set_virtual_primary_ccd, SavedConfig, set_active_mode, set_virtual_primary_ccd, SavedConfig,
@@ -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,
} }
} }
+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.
+8
View File
@@ -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
+188
View File
@@ -0,0 +1,188 @@
# Zero-copy capture hardening — issue handoff
> **Status: HANDOFF — issue description only (2026-07-06).** 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).
@@ -106,6 +106,26 @@ 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 +169,13 @@ 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.
+10
View File
@@ -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
+4
View File
@@ -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",
+4
View File
@@ -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",
+29
View File
@@ -14,6 +14,7 @@ import type {
ApiDisplayInfo, ApiDisplayInfo,
DisplayPolicy, DisplayPolicy,
EffectivePolicy, EffectivePolicy,
GameSession,
Identity, Identity,
KeepAlive, KeepAlive,
LayoutMode, LayoutMode,
@@ -141,6 +142,8 @@ 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 });
@@ -330,6 +333,24 @@ 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 +360,9 @@ 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>
@@ -611,6 +635,11 @@ 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,
};
/** 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];