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punktfunk/crates/punktfunk-host/src/vdisplay/routing.rs
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enricobuehler 09600163e2
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refactor(host/W3): split vdisplay session detection + gamescope routing out of the spine
Carve the two remaining large concerns off the vdisplay module facade:

- vdisplay/session.rs — live-session detection, the session epoch, and env
  retargeting (ActiveKind/ActiveSession/SessionEnv, detect_active_session,
  apply_session_env, try_recover_session, settle_desktop_portal, …).
- vdisplay/routing.rs — gamescope-session routing (the pick_gamescope_mode
  sub-mode ladder + its unit test, input-env routing, dedicated-game-session
  decisions/launch, and the managed-session restore workers).

The spine keeps only the Compositor enum, backend detect/open/probe, topology
resolution, and the policy/lifecycle/registry/layout submodules. Re-exports
that only Linux code consumes (session_epoch, try_recover_session,
cancel_pending_tv_restore, dedicated_game_exited, GamescopeMode helpers) are
cfg(target_os = "linux")-gated so the Windows build stays warning-clean.

Pure move; no behavior change. Linux clippy+tests and Windows host clippy
(nvenc,amf-qsv) both green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 21:27:18 +02:00

270 lines
12 KiB
Rust

//! Gamescope-session routing (plan §W3 — carved out of [`super`]): mode selection
//! ([`pick_gamescope_mode`]), input-env routing ([`apply_input_env`]), dedicated-game-session
//! decisions/launch ([`wants_dedicated_game_session`], [`launch_into_gamescope_session`]), and the
//! managed-session restore workers.
use super::*;
/// How a gamescope-backed session is realized. Chosen per connect by [`pick_gamescope_mode`],
/// written into the env knobs `GamescopeDisplay::create` dispatches on.
#[cfg(target_os = "linux")]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum GamescopeMode {
/// Host-managed `gamescope-session-plus` / SteamOS session at the client's mode.
Managed,
/// Attach to an already-running gamescope (capture + inject, no lifecycle ownership).
Attach,
/// Bare-spawn a headless gamescope per session, nesting the session's launch command.
Spawn,
}
/// Pure sub-mode ladder for gamescope (unit-testable — the env/probe inputs are parameters):
/// explicit `PUNKTFUNK_GAMESCOPE_MANAGED` forces managed; explicit ATTACH/NODE forces attach; an
/// operator-set `PUNKTFUNK_GAMESCOPE_SESSION` keeps managed; otherwise managed only **when the box
/// actually has the session infrastructure** (gamescope-session-plus / SteamOS — the old code
/// defaulted to managed unconditionally and then bailed on a plain distro, killing the session);
/// a foreign (not host-spawned) gamescope on an infra-less box is attached to; and the final
/// default is a per-session bare spawn — the path that nests the client's launch command.
#[cfg(target_os = "linux")]
fn pick_gamescope_mode(
dedicated_launch: bool,
force_managed: bool,
attach_env: bool,
node_env: bool,
session_env: bool,
managed_infra: bool,
foreign_gamescope: bool,
) -> GamescopeMode {
if force_managed {
GamescopeMode::Managed
} else if attach_env || node_env {
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 {
GamescopeMode::Managed
} else if foreign_gamescope {
GamescopeMode::Attach
} else {
GamescopeMode::Spawn
}
}
/// Route input to match the chosen video backend (they must not diverge), via the highest-priority
/// `PUNKTFUNK_INPUT_BACKEND` knob the injector honors. For gamescope the sub-mode ladder
/// ([`pick_gamescope_mode`]) selects **managed** (a host-managed session at the client's mode —
/// tears the TV's autologin down on connect, restored on a debounced idle; only where
/// session-plus/SteamOS actually exists), **attach** (mirror a running gamescope at its own mode;
/// explicit via `PUNKTFUNK_GAMESCOPE_ATTACH`/`PUNKTFUNK_GAMESCOPE_NODE`, or the fallback for a
/// foreign gamescope on an infra-less box), or **bare spawn** (a per-session headless gamescope
/// nesting the session's launch command — the plain-distro default). `PUNKTFUNK_GAMESCOPE_MANAGED`
/// forces managed over all of it.
#[cfg(target_os = "linux")]
pub fn apply_input_env(chosen: Compositor, dedicated_launch: bool) {
let _env_guard = ENV_LOCK.lock().unwrap_or_else(|e| e.into_inner());
let backend = match chosen {
Compositor::Gamescope => "gamescope",
// KWin: org_kde_kwin_fake_input — direct injection, no RemoteDesktop portal / approval
// dialog (headless, the krdpserver path), authorized by the host's shipped .desktop.
Compositor::Kwin => "kwin",
// GNOME has neither fake_input nor the wlr protocols → RemoteDesktop portal via libei.
Compositor::Mutter => "libei",
// Hyprland kept `zwlr_virtual_pointer_v1` + `zwp_virtual_keyboard_v1` (D4) — same wlr
// injector as sway/river, no code change.
Compositor::Wlroots | Compositor::Hyprland => "wlr",
};
std::env::set_var("PUNKTFUNK_INPUT_BACKEND", backend);
if chosen == Compositor::Gamescope {
let mode = pick_gamescope_mode(
dedicated_launch,
std::env::var_os("PUNKTFUNK_GAMESCOPE_MANAGED").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_SESSION").is_some(),
gamescope::managed_session_available(),
gamescope::foreign_gamescope_running(),
);
tracing::info!(?mode, "gamescope sub-mode");
match mode {
GamescopeMode::Attach => {
std::env::remove_var("PUNKTFUNK_GAMESCOPE_SESSION");
if std::env::var_os("PUNKTFUNK_GAMESCOPE_NODE").is_none() {
std::env::set_var("PUNKTFUNK_GAMESCOPE_NODE", "auto");
}
}
GamescopeMode::Managed => {
if std::env::var_os("PUNKTFUNK_GAMESCOPE_SESSION").is_none() {
std::env::set_var("PUNKTFUNK_GAMESCOPE_SESSION", "steam");
}
std::env::remove_var("PUNKTFUNK_GAMESCOPE_NODE");
}
GamescopeMode::Spawn => {
// Bare spawn: `create` must fall through to the spawn path, so neither knob may
// linger from an earlier connect's managed/attach selection.
std::env::remove_var("PUNKTFUNK_GAMESCOPE_SESSION");
std::env::remove_var("PUNKTFUNK_GAMESCOPE_NODE");
}
}
}
}
#[cfg(not(target_os = "linux"))]
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::warn!(
"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
/// spawn runs it inside the new gamescope)? When true the session must NOT also spawn the command
/// into the session — it would start twice. Read AFTER [`apply_input_env`] resolved the gamescope
/// sub-mode (the env knobs are that resolution's output).
#[cfg(target_os = "linux")]
pub fn launch_is_nested(compositor: Compositor) -> bool {
compositor == Compositor::Gamescope
&& with_env_lock(|| {
std::env::var_os("PUNKTFUNK_GAMESCOPE_SESSION").is_none()
&& std::env::var_os("PUNKTFUNK_GAMESCOPE_NODE").is_none()
})
}
/// Launch `cmd` into the live gamescope session (managed/attach — see
/// [`gamescope::launch_into_session`]). Split out so `library.rs` doesn't reach into the private
/// backend module.
#[cfg(target_os = "linux")]
pub fn launch_into_gamescope_session(cmd: &str) -> Result<std::process::Child> {
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() {}
/// Path of the file where the gamescope backend relays the nested session's `LIBEI_SOCKET`
/// (gamescope's EIS server) for the input injector. Under `$XDG_RUNTIME_DIR` (per-user 0700).
#[cfg(target_os = "linux")]
pub fn gamescope_ei_socket_file() -> std::path::PathBuf {
gamescope::ei_socket_file()
}
/// Call when a client session ends: if the host-managed gamescope path took over a box's autologin
/// gaming session (stopped its single-instance Steam to stream at the client's mode), **schedule** a
/// debounced restore so the TV returns to gaming mode — unless a client reconnects within the window
/// (which reuses the warm session, avoiding the per-connect gamescope stop/relaunch that leaked GPU
/// context on F44). No-op on other compositors / when nothing was taken. Needs [`start_restore_worker`]
/// running to actually fire.
#[cfg(target_os = "linux")]
pub fn restore_managed_session() {
gamescope::schedule_restore_tv_session();
}
#[cfg(not(target_os = "linux"))]
pub fn restore_managed_session() {}
/// Start the host-lifetime worker that fires debounced [`restore_managed_session`] restores once a
/// client has been gone long enough. Hold the returned handle for the host's lifetime; dropping it
/// stops the worker. Call once from `serve()`.
#[cfg(target_os = "linux")]
pub fn start_restore_worker() -> std::sync::Arc<()> {
gamescope::start_restore_worker()
}
#[cfg(not(target_os = "linux"))]
pub fn start_restore_worker() -> std::sync::Arc<()> {
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() {}
#[cfg(all(test, target_os = "linux"))]
mod tests {
use super::*;
#[test]
fn gamescope_mode_ladder() {
use GamescopeMode::*;
let pick = pick_gamescope_mode;
// (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.
assert_eq!(pick(false, false, false, false, false, false, false), Spawn);
// Bazzite/SteamOS (session infra present): managed, as validated live.
assert_eq!(
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.
assert_eq!(pick(false, false, false, false, false, false, true), Attach);
// Operator-set PUNKTFUNK_GAMESCOPE_SESSION keeps managed even without detected infra.
assert_eq!(
pick(false, false, false, false, true, false, false),
Managed
);
// Explicit attach/node wins over infra…
assert_eq!(pick(false, false, true, false, false, true, false), Attach);
assert_eq!(pick(false, false, false, true, true, true, false), Attach);
// …and force-managed wins over everything.
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);
}
}