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punktfunk/docs-site/content/docs/gamescope-multiuser.md
T
enricobuehler fa407700e0 docs(roadmap): gamescope multi-user research (deferred); render->capture parked
Document the gamescope multi-user (independent-desktops) research and defer it:
the current shared host-lifetime input/audio/mic vs the per-session plumbing it
would need — per-instance EIS sockets + a per-session injector + per-session
null-sink audio routing + per-session mic — and why it's not worth it now (a large
multi-file refactor for the niche multi-user-on-one-box case, while the common
multi-device scenario is already covered by the shared-desktop multi-view
concurrency that landed). New gamescope-multiuser.md + roadmap section 14
(concurrent sessions: multi-view done, multi-user deferred).

Also park render->capture in section 12: pipewire-rs 0.9.2 exposes no
buffer-meta / raw-pointer / stream-timing API, so reading SPA_META_Header.pts
would need raw spa_sys FFI into the working capture hot path — disproportionate
for the smallest glass-to-glass term; g2g is effectively complete as
capture->present (the stage-2 presenter measures it).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 13:45:23 +00:00

4.9 KiB

title, description
title description
gamescope Multi-User Isolation (deferred) Research + design for concurrent INDEPENDENT gamescope desktops (multi-user), and why it's deferred. The shared-desktop multi-view case already landed.

Status: deferred (2026-06-12). Concurrent sessions landed for the shared-desktop multi-view case — multiple devices viewing/controlling the same KWin/Mutter/wlroots desktop (Status). This page captures the research for the other model — independent desktops (each client its own gamescope instance: the multi-user / cloud-gaming-on-one-box case) — and why it's parked. Pick this up from here if the use case becomes a priority.

What landed vs what this is

Model Backends Input Audio Status
Shared-desktop multi-view kwin / mutter / wlroots shared (all drive one desktop) shared (all hear one desktop) landed — correct semantics: stream your desktop to laptop + TV at once
Independent desktops (multi-user) gamescope per-session (each drives its own game) per-session deferred — this page

For independent desktops, shared input/audio is wrong — each user must drive and hear only their own session. gamescope is the natural fit: each create() spawns a fresh nested compositor (own rendering, own EIS input socket). The blocker is that the host's input/audio/mic are host-lifetime shared services, and the gamescope EIS socket is relayed through a single global file.

Current architecture (the research)

Each gamescope process is per-session (vdisplay/gamescope.rs::create() spawns one; the VirtualOutput.keepalive owns it). But:

  • EIS input socket — single global file. gamescope exports LIBEI_SOCKET for its children; a shell wrapper relays it to the fixed path /tmp/punktfunk-gamescope-ei (EI_SOCKET_FILE). Two concurrent instances overwrite each other's socket name in that one file.
  • Injector — one host-lifetime !Send service. m3.rs::InjectorService opens one inject::open(backend) for the whole run and forwards events over an mpsc channel. It was made shared deliberately (the portal CreateSession churn wedged KWin's EIS — "EIS setup timed out"). For gamescope it reads the one global socket file, so all sessions' input lands in whichever instance wrote last.
  • Audio — global default-sink monitor. audio::open_audio_capture() sets STREAM_CAPTURE_SINK and autoconnects to the host's default sink monitor (PW_ID_ANY) — the whole system's output, not a per-gamescope node. gamescope exposes no per-instance audio node.
  • Mic — one global Audio/Source. MicService feeds one PipeWire source named punktfunk-mic; all clients' mic uplinks mix into it.
  • Per-session already (no work): the gamescope process, the PipeWire video node, and the uinput gamepads.

What it would take

  1. Per-instance EIS socket — give each gamescope a unique relay file (/tmp/punktfunk-gamescope-{id}-ei) and carry the path on VirtualOutput (new field) so the session can find its own socket.
  2. Per-session injector — for gamescope sessions, create a per-session injector bound to that socket (its own thread, since InputInjector is !Send), instead of the shared InjectorService. Keep the shared service for the portal backends (kwin/mutter) where shared input is correct. Ordering nuance: the input thread is wired before the gamescope socket exists, so the per-session injector must open lazily (on first event, by which time gamescope is up) or be created after build_pipeline.
  3. Per-session audio (the bigger piece). gamescope has no per-instance audio node, but audio is isolatable: create a per-session PipeWire null-sink, route that gamescope's apps to it (PULSE_SINK / a target node on the spawn env), and capture that sink's monitor per session. This is the largest addition — null-sink create/teardown + routing + per-session capture.
  4. Per-session mic — a virtual Audio/Source per session (punktfunk-mic-{id}), routed into that gamescope, instead of the one global source.

Why deferred

  • It's a large multi-file refactor — the whole input path (per-instance sockets + per-session injector + the lazy-open ordering), plus per-session null-sink audio routing, plus per-session mic — for a niche use case (multiple independent users gaming on one box).
  • The common concurrency case — stream one desktop to several of your own devices — is the shared-desktop multi-view model, which already landed and is the correct semantics for it.
  • No correctness gap in what shipped: concurrent sessions work today; this is purely the additional independent-desktops model.

Revisit when there's a real multi-user requirement. The plumbing list above is the whole job.